Unique Entities of Alternate World

The houserules and entities of Kain Darkwind

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Unique Entities of Alternate World

Postby Kain Darkwind » Tue Apr 01, 2008 4:11 pm

A
Aasimon, Nemamiah of the Chalice
Aasimon, Novalee
Aasimon, Sharonadel
Aasimon, Xerona
Acererak
Akeley Henros
Angel, Af-Hemah
Angel, Gabriel
Angel, Jeroen
Angel, Michael
Aosker
Archon, Barachiel
Archon, Ruud
Arianrhod
Artemis Entreri
Atropus
Auric
Avenger, The

B
Baba Yaga
Belthomais of Zerth'Ad'lun
Brother Justice
Bruenor Battlehammer, King of Mithral Hall

C
Calabar Kordson
Cannibal, The
Center-of-All
Cerberus
Cernunnos
Charybdis
Chern
Chimera
Conan
Concubine of Graz’zt, Ashetha
Concubine of Graz’zt, Drosophila
Concubine of Graz’zt, Euosha
Concubine of Graz’zt, Khadija
Concubine of Graz’zt, Megaera
Concubine of Graz’zt, Melia
Cronus
Cryomaxus
Cwn Cantlos

D
Daemon, Riders of the Apocalypse
Daemon, Tyrexxus, the Exarch of Wrath
Dark Knight, The
Deity, Ares
Deity, Besmara
Deity, Crom
Deity, Hercules
Deity, Kurgess
Deity, Mars
Deity, Nethys
Deity, Odin
Deity, Set
Deity, Thor
Deity, Zeus
Dalmosh
Demodand, Apomps
Demodand, Belshamoth
Demon, Aldinach
Demon, Ammet
Demon, Anzu, Emperor
Demon, Apollyon
Demon, Ardat the Unvowed
Demon, Arendagrost
Demon, Azuvidexus
Demon, Baltazo
Demon, Baphomet
Demon, Belcheresk
Demon, Bjornganal
Demon, Bogromar
Demon, The Cathezar
Demon, Dagon-Rahab
Demon, Demogorgon, Prince of Demons
Demon, Doresain Mormand
Demon, Ebulon
Demon, Fraz Urb'luu, Prince of Deception
Demon, Galizsheth, Mistress of Ferrug
Demon, Glyphimhor
Demon, Graz'zt, Prince of Shadows
Demon, The Guardian of the Gates
Demon, Ilsidahur
Demon, Juiblex
Demon, Kostchtchie
Demon, Warden Kulublax
Demon, Lolth, Demon Queen of Spiders
Demon, Lynkhab, Lady of Regret
Demon, Malcanthet, Queen of the Succubi
Demon, Maretta, Ruler of Samora
Demon, Mastiphal
Demon, Orcus, Prince of the Undead
Demon, Orwantz
Demon, Pale Night
Demon, Pazuzu
Demon, Radiant Sister
Demon, Red Shroud
Demon, Reluhantis
Demon, Rhyxali
Demon, Sertrous
Demon, Severik
Demon, Shaktari
Demon, Shami-Amourae, Lady of Delights
Demon, Sifkhu
Demon, Sinmaker the Apothecary
Demon, Sleepless
Demon, Soul Siren
Demon, S'Sharra
Demon, Tapheon, Lord of the Fortress of Indifference
Demon, Tarnhem
Demon, Tetradarian
Demon, Tuerny the Merciless
Demon, Ungorthiax
Demon, Unhath
Demon, Wing of Pazuzu
Demon, Verin
Demon, Yattara
Demon, Yeenoghu, Prince of Gnolls
Demon, Yibyiru
Demon, Zuggtmoy
Demorex
Devil, Abigor
Devil, Alastor
Devil, Baron Anamolous
Devil, Arioch
Devil, Armaros
Devil, Baroness Antilia
Devil, Ashmede
Devil, Asmodeus, the Lord of the Nine
Devil, Astarte
Devil, Baal, Lord of the First
Devil, Baalphegor
Devil, Baalzebul, Lord of the Seventh
Devil, Baalzephon
Devil, Baftis
Devil, Beleth, Prince of Imps
Devil, Belial, Lord of the Fourth
Devil, Corin
Devil, Dagos
Devil, Dispater, Lord of the Second
Devil, Eblis
Devil, Fierna, Lady of the Fourth
Devil, Furies
Devil, Gargauth
Devil, Gazra
Devil, Glasya, Princess of Hell
Devil, Hulgatt
Devil, Infernacan
Devil, Infernal Magus of Abjuration
Devil, Leonar
Devil, Leviathan, Lord of the Fifth
Devil, Lilis
Devil, Lilith, Lady of the Sixth
Devil, Lixer, Prince of Hell
Devil, Malagon
Devil, Malkizid
Devil, Mammon, Lord of the Third
Devil, Marchosias
Devil, Mephistopheles, Lord of the Eighth
Devil, Merorem the Darkwind
Devil, Moloch
Devil, Mysdemn Wordtwister
Devil, Nergal
Devil, Pearza of the Dark Ministry
Devil, Quimath
Devil, Rhone
Devil, Semyaza
Devil, Sundered Sun
Devil, Titivilus
Devil, Zaebos
Devil, Zargon the Returner
Devil, Zimimar
Dragon, Aasterinian
Dragon, Ashardalon
Dragon, Baal Shiruat
Dragon, Bahamut, the Platinum Dragon
Dragon, Dragotha
Dragon, Falazure
Dragon, Garyx
Dragon, Io, the Ninefold Dragon
Dragon, Jizureous
Dragon, Mezzenbone
Dragon, Tamara
Dragon, Tiamat, the Chromatic Dragon
Dragon, T'Skraathin
Dragon, Usterliss
Drizzt Do'Urden

E
Eclavdra
Eladrin, Gwynharwyf
Eldest Spawn
Elemental, Bwimb II
Elemental, Cryonax, Prince of Evil Ice
Elemental, Crystalle
Elemental, Imix, Prince of Evil Fire
Elemental, Ogremoch, Prince of Evil Earth
Elemental, Olhydra, Princess of Evil Water
Elemental, Yan-C-Bin, Princess of Evil Air
Elluvia Maure
Elminster Aumar, Sage of Shadowdale

F
Fleshreaper

G
Garag
Gate Crasher
Genie, Kalbari al-Durrat al-Amwaj ibn Jari, Great Padisha of the Marid
Genie, Marrake al-Sidan al-Hariq ben Lazan, Sultan of the Efreet
Gert, Big Hungry
Gerti Orelsdottr
Giant, Annam
Gith
Golden Guard, The
Great Githzerai, The
Great Mother
Grim, Visage Lord
Guardians of the Great Library
Gzemnid the Eldest Orb

H
Hag, Zhelamiss
Half-Dragon, Thalidorius
Half-Fiend, Athux
Half-Fiend, Ginsu
Half-Fiend, Jangir
Half-Fiend, Rule-of-Three
Half-Fiend, Thraxxia
Hand of Death
Headless Horseman
Hunter of the Night, The
Hydra (Old)
Hydra, The Lernaean

I
Iggwilv
Ilsensine
Inevitible, Quarut Infernus
Inevitible, Varakhut Prime
Infernequs
Ityak-Ortheel
Iuz the Old

J
Jaerom Darkwind
Jarlaxle Baenre

K
Kandis
Kanos of Dark Heart
Kargoth, Saint
Kargus, Crazy
Kepeskixen
Kezef
King of the Dökkálfar
Kongorgon
Kurikurathear
K'Zid

L
Lady of Pain, The
Larloch
Little Birdie
Llymic, Father
Lord of Black Ice, The
Lord of Blades, The

M
Mammun the Maker
Ma Yuan
Mesos
Modron, Primus
Mordenkainen
Mortuus Deathlock
Muaduuvu

N
Nemean Lion (Old)
Nemean Lion
Nexus the Devourer
Níðhöggr

O
Observer, The
Obould Many-Arrows, King
Omegan
Overdeity, Ao

P
Pandorym
Pegasus
Platinum Guard, The
Prisoner of Ice and Steel, The
Puluppustysh
Python

R
Raistlin Majere, Master of Past and Present
Ravana
Reshar of the Nine
Rictus Kilgrave

S
Scylla
Shadow, Lord
Simbul, The
Slaad, Chourst
Slaad, Renbuu
Slaad, Ssendam
Slaad, Xanxost
Slaad, Xaos
Slaad, Ygorl
Sleipnir
Small God, Forest God
Small God, Lucky Bastard
Small God, Tricksy McTrick
Small God, War God
Snow Queen, The
Soth, Lord Loren
Storm King, Cloud
Storm King, Wind
Strahd von Zarovitch, Count of Barovia
Supreme Thulkarr, The
Surtr
Szass Tam

T
Talos
Tarrasque, Mother
Tarzan
Tastuo
Tastuo's Sisters
Tharizdun
Thoon
Thrym
Tirbitus
Tir-El
Titan, Denev
Titan, Gaurak
Titan, Golthagga
Titan, Golthain
Titan, Gormoth
Titan, Gulaben
Titan, Hrinruuk
Titan, Kadum
Titan, Lethene
Titan, Mormo
Titan, Thulkas
Titania

U
Ulharjhankpothoc

V
Vaprak
Vault of Mammon, The

W
Warduke
White Messiah
Wulfgar

X
Xotani the Firebleeder

Y
Yugoloth, Anthraxus
Yugoloth, The General of Gehenna
Yugoloth, Melif the Lich Fiend
Yugoloth, Mydianchlarus
Yugoloth, Shemeska the Marauder

Z
Zagyg Yragerne
Last edited by Kain Darkwind on Tue Apr 01, 2008 4:19 pm, edited 1 time in total.
Does there have to be "official support?" Common sense says that Kain's right. -James Jacobs-
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Re: Unique Entities of Alternate World

Postby Kain Darkwind » Tue Apr 01, 2008 4:16 pm

Baal, Absolute Warlord, Lord of Avernus
Image
Art by Serge Desir

Large Outsider (Cosmic, Devil, Evil, Lawful)
Hit Dice: 36d8 + 504 (792 hp)
Initiative: +18
Speed: 40 ft., fly 60 ft. (good)
Armor Class: 72 (+5 armor, +12 deflection, +10 Dex, +12 insight, +23 natural, -1 size, +1 weapon), touch 37, flat-footed 49
Base Attack/Grapple: +36/+61
Attack: Abyssbane +69 melee (8d6 + 47 + 3d6 (fire) /17-20/x3 and death (DC 49)) or claw +58 melee (2d8 + 23)
Full Attack: Abyssbane +69/+64/+59/+54 melee (8d6 + 47 + 3d6 (fire) /17-20/x3 and death (DC 49)) and bite +54 melee (4d6 + 10 and poison and disease) and 2 wings +54 melee (2d6 + 10) and tail +54 melee (2d8 + 10)
Space/Reach: 10 ft. /10 ft.
Special Attacks: Call devils, constrict, counterattack, demonic rancor, disease, fear aura, improved grab, overpowering attack, poison, spell-like abilities
Special Qualities: Damage reduction 40/epic good and silver, dark marshal, immunity to fire and poison, regeneration 30, resistance to acid 30 and cold 30, see in darkness, spell resistance 44, telepathy 1000 ft.
Saves: Fort +34, Ref +30, Will +32
Abilities: Str 52, Dex 30, Con 38, Int 34, Wis 34, Cha 34
Skills: Bluff +51, Climb +60, Concentration +53, Craft (weaponsmithing) +51, Craft (armorsmithing) +51, Diplomacy +63, Disguise +51 (+55 acting), Gather Information +51, Hide +45, Intimidate +55, Jump +64, Knowledge (arcana) +51, Knowledge (nobility and royalty) +51, Knowledge (the planes) +51, Listen +51, Move Silently +49, Search +51, Sense Motive +51, Spellcraft +55, Spot +51, Survival +12 (+16 tracking, on other planes)
Feats: Awesome Blow, Cleave, Combat Expertise, Combat Reflexes, Dark Speech, Great Cleave, Greater Weapon Focus (greatsword), Greater Weapon Specialization (greatsword), Improved Combat Expertise, Improved Critical (greatsword), Improved Disarm, Improved Initiative, Improved Multiattack, Improved Sunder, Improved Trip, Fly-by Attack, Maximize Spell-like Ability, Melee Weapon Mastery (slashing), Multiattack, Power Attack, Quicken Spell-like, Vile Martial Strike (greatsword), Weapon Focus (greatsword), Weapon Specialization (greatsword), Weapon Supremacy (greatsword)
Epic Feats: Devastating Critical (greatsword), Dire Charge, Epic Vile Martial Strike (greatsword), Epic Weapon Focus (greatsword), Epic Weapon Specialization (greatsword), Overwhelming Critical (greatsword), Superior Initiative
Climate/Terrain: Avernus (The Nine Hells)
Organization: Solitary (unique)
Challenge Rating: 32
Treasure: Quadruple Standard
Alignment: Lawful Evil

Call Devils (Sp): 3/day, Baal may summon 1 pit fiend, 2 cornugons or gelugons, or 6 of any lesser devils.

Constrict (Ex): Baal deals 2d8 + 42 points of damage with his constrict attack.

Counterattack (Ex): If Baal makes only a single attack as a full round action, he can make a single melee attack as an immediate action against each foe who attacks him in melee before the start of his next turn.

Demonic Rancor (Ex): Against demons, Baal deals an additional 10d6 points of damage with melee attacks, and his damage reduction and spell resistance are increased by 10 points.

Disease (Ex): Devil chills, Fortitude DC 42, incubation 1 day.

Fear Aura (Su): Baal can radiate a 30-foot-radius fear aura as a free action. A creature in the area must succeed on a Will save (DC 40) or be affected as though by a fear spell (caster level 36th). A creature that successfully saves cannot be affected again by Baal’s aura for 24 hours. Baal may choose to make his allies immune to the aura.

Improved Grab (Ex): Baal must strike a Medium or smaller sized foe with his tail attack to use this ability. With a successful grapple check he automatically deals constrict damage each round.

Overpowering Attack (Ex): As a full round action, Baal can make a single attack that deals double damage. (6d6 + 90 /17-20/x5) This double damage also affects any other attacks he makes before the start of his next turn. (Such as attacks of opportunity, or attacks allowed by his counterattack ability)

Poison (Ex): Injury, Fortitude DC 42. 2d6 Con/death

Spell-like Abilities: At will - animate dead, blasphemy (DC 29), charm monster (DC 26), create undead, demon dirge (DC 25), desecrate, detect good, detect magic, greater dispel magic, fireball (DC 25), investiture of the bearded devil (DC 25), greater invisibility, magic circle against good, mass hold monster (DC 31), persistent image (DC 27), polymorph, power word stun, produce flame, pyrotechnics, suggestion (DC 25), greater teleport, unhallow, unholy aura (DC 30), wall of fire; 3/day - investiture of the malebranche (DC 28), meteor swarm (DC 31), symbol of pain (DC 29); 1/day - investiture of the horned devil (DC 30), investiture of the pit fiend (DC 31), wish (DC 31). Caster level 28th

Cosmic Entity: Baal has a +3 bonus to rank checks.

Dark Marshal (Ex): When within 900 feet of Baal’s presence, allied lesser devils receive a +9 bonus on attacks, damage, saves and Armor Class.

Regeneration (Ex): Baal takes normal damage from good aligned silver weapons, and from good aligned spells or effects.

Possessions: Baal wears a +5 kilt of armor. He wields Abyssbane, a +6 flaming blast cold iron greatsword of demon-dread.
Does there have to be "official support?" Common sense says that Kain's right. -James Jacobs-
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Re: Unique Entities of Alternate World

Postby Kain Darkwind » Tue Apr 01, 2008 4:26 pm

Dispater, Lord of the Second
Image
Art by Serge Desir

Large Outsider (Cosmic, Devil, Evil, Lawful)
Hit Dice:
51d8 + 816 (1,224 hp)
Initiative: +15
Speed: 40 ft.
Armor Class: 78 (+16 deflection, +7 Dex, +16 insight, +30 natural, -1 size), touch 48, flat-footed 68
Base Attack/Grapple: +51/+71
Attack: Iron Rod +72 melee (1d8 + 22 + 3d6 (unholy) plus 1 negative level /x2 + 6d6 (unholy) plus 2 negative levels)
Full Attack: Iron Rod +72/+67/+62/+57 melee (1d8 + 22 + 3d6 (unholy) plus 1 negative level /x2 + 6d6 (unholy) plus 2 negative levels)
Space/Reach: 10 ft. /10 ft.
Special Attacks: Call devils, fear aura, flesh to iron, iron curtain, rust, spell-like abilities
Special Qualities: Damage reduction 40/epic good and silver, immunity to fire and poison, regeneration 30, resistance to acid 30 and cold 30, see in darkness, spell resistance 52, telepathy 1000 ft.
Saves: Fort +43, Ref +37, Will +49
Abilities: Str 42, Dex 25, Con 42, Int 43, Wis 43, Cha 43
Skills: Appraise +43, Balance +34, Bluff +72, Concentration +70, Craft (alchemy) +70, Craft (armorsmithing) +43, Craft (weaponsmithing) +43, Diplomacy +100, Disable Device +43, Forgery +70, Gather Information +70, Handle Animal +43, Intimidate +78, Knowledge (arcana) +70, Knowledge (architecture and engineering) +70, Knowledge (history) +70, Knowledge (nature) +43, Knowledge (nobility) +70, Knowledge (the planes) +70, Knowledge (religion) +70, Listen +70, Move Silently +61, Open Lock +39, Search +70 (+76 secret doors), Sense Motive +72, Spellcraft +70, Spot +70, Survival +10 (+16 tracking, on other planes), Use Magic Device +70
Feats: Ability Focus (flesh to iron), Cleave, Corrupt Spell-like Ability, Dark Speech, Empower Spell-like Ability, Improved Initiative, Iron Will, Master Manipulator, Negotiator, Persuasive, Power Attack, Quicken Spell-like Ability, Violate Spell-like Ability
Epic Feats: Epic Skill Focus (Diplomacy), Epic Will, Spell Stowaway (time stop), Spell Stowaway (wish), Superior Initiative
Climate/Terrain: Dis (The Nine Hells)
Organization: Solitary (unique)
Challenge Rating: 40
Treasure: Quadruple Standard
Alignment: Lawful Evil

Call Devils (Sp): 3/day, Dispater may call 3 pit fiends, 9 cornugons or gelugons, or 18 of any lesser devils as a swift action.

Fear Aura (Su): Dispater can radiate a 30-foot-radius fear aura as a free action. A creature in the area must succeed on a DC 51 Will save or be affected as though by a fear spell (caster level 51st). A creature that successfully saves cannot be affected again by Dispater’s aura for 24 hours. Dispater may choose to make his allies immune to the aura.

Flesh to Iron (Ex): Dispater can make a touch attack against a foe that turns flesh into iron. Fortitude save DC 53 negates. He can also unleash this attack in a 50 foot cone, but the Fortitude DC to resist the cone is only 43.

Iron Curtain (Ex): 3/day Dispater may activate his Iron Curtain. While protected by this power, Dispater is entitled to a Fortitude save (DC is Constitution based) thrice per round to reflect any form of attack directed at him or that includes him in the area of effect. If an attack does get through, the Iron Curtain can absorb up to 900 points of damage before collapsing. While in the Iron Tower, Dispater has no limit per round on the number Fortitude saves allowed by this power.

Rust (Ex): If Dispater makes a touch attack against a metal object; he causes it to corrode immediately. Nonmagical items receive no save, magical ones may make a Reflex save DC 51 to avoid this. Metal weapons that strike Dispater and deal damage must also make this save.

Spell-like Abilities: Always active - detect chaos, detect good, foresight, greater globe of invulnerability (6th level and lower spells), indomitability*, ironguard*, true seeing; at will- animate dead, animate objects (metal only), blasphemy (DC 33), charm monster (DC 30), demand (DC 34), desecrate, detect thoughts (DC 28), dictum (DC 33), Dispater's shield (As Bigby's interposing hand), fireball (DC 29), forcecage, greater dispel magic, greater teleport, hardening*, lightning bolt (DC 29), locate creature, locate object, magic circle against good, mass hold monster (DC 35), persistent image (DC 31), polymorph, resurrection, unhallow, unholy aura (DC 34), unholy blight (DC 30), wall of iron, wave of grief (DC 28)*, wrack (DC 30); 3/day - disjunction (DC 35), imprisonment (DC 35), investiture of the erinyes (DC 30), investiture of the harvester devil (DC 30), iron body, symbol of death (DC 34), symbol of pain (DC 31), symbol of stunning (DC 33), time stop, wish (DC 35). Caster level 40th
*Spell Compendium
Animate objects, iron body and wall of iron require only a swift action for Dispater to cast.

Cosmic Entity: Dispater has a +9 bonus on rank checks.

Regeneration (Ex): Dispater takes normal damage from epic good aligned silver weapons, and from good aligned spells or effects of 4th level or higher.

Possessions: Dispater carries the Iron Rod, a +6 heavy mace of unholy power. This major artifact acts as both a rod of epic rulership (no duration limit) and a mace of ruin. 9/day it can be used to smite good, dealing an additional 40 points of damage to a good creature. The mace has been treated with numerous harden spells, and has a hardness of 90.

The Iron Tower (Major Artifact): Within his personal fortress, Dispater’s power is enhanced to incredible levels. He gains a +9 cosmic bonus to any roll he makes. His opponents suffer a -9 penalty to any rolls they make in regards to him or his attacks.
Every 1d4 rounds, all foes of Dispater are struck by a wave of incredible power. This functions as a targeted reaving dispel and energy drain effect, with a caster level of 45th. The dispel check on the reaving dispel has a bonus of +45. Once dispelled, Dispater can benefit from the effects, or any allied creature within his tower, if he so chooses. In all other ways, it functions identical to the spell.
Does there have to be "official support?" Common sense says that Kain's right. -James Jacobs-
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Re: Unique Entities of Alternate World

Postby Kain Darkwind » Tue Apr 01, 2008 4:30 pm

Mammon, Lord of the Third
Image
Art by Serge Desir

Large Outsider (Cosmic, Devil, Evil, Lawful)
Hit Dice:
47d8 + 611 (987 hp)
Initiative: +14
Speed: 50 ft.
Armor Class: 69 (+12 deflection, +10 Dex, +13 insight, +25 natural, -1 size), touch 44, flat-footed 46
Base Attack/Grapple: +47/+66
Attack: Avarice +67 melee (1d6 + 21 /19-20/x2 plus sneak attack) or Greed +62 ranged (1d6 + 10 and special /17-20/x2)
Full Attack: Avarice +67/+62/+57/+52 melee (1d6 + 21 /19-20/x2 plus sneak attack) or Greed +62/+57/+52/+47 ranged (1d6 + 10 and special /17-20/x2 plus sneak attack)
Space/Reach: 10 ft. /10 ft.
Special Attacks: Call devils, fear aura, sneak attack +12d6, spell-like abilities, steal, touch of greed
Special Qualities: Damage reduction 40/epic, good and silver, immunity to fire and poison, opportunist, regeneration 30, resistance to acid 30 and cold 30, see in darkness, spell resistance 48, telepathy 1000 ft.
Saves: Fort +40, Ref +35, Will +38
Abilities: Str 40, Dex 31, Con 37, Int 36, Wis 37, Cha 35
Skills: Appraise +63, Bluff +62, Concentration +63, Diplomacy +74, Disguise +62 (+68 acting), Escape Artist +60, Forgery +63, Gather Information +62, Hide +56, Intimidate +68, Knowledge (arcana) +43, Knowledge (nobility) +33, Knowledge (religion) +23, Knowledge (the planes) +63, Listen +63, Move Silently +60, Profession (bookkeeper) +33, Ride +11, Search +63, Sense Motive +63, Sleight of Hand +66, Spellcraft +63, Spot +63, Survival +32 (+38 tracking, on other planes), Use Magic Device +62
Feats: Combat Expertise, Combat Reflexes, Crossbow Sniper, Dark Speech, Defensive Sweep, Deft Strike, Improved Critical (hand crossbow), Improved Initiative, Rapid Reload, Staggering Strike, Telling Blow, Track, Violate Spell-like Ability, Weapon Focus (hand crossbow)
Epic Feats: Sneak Attack of Opportunity, Spell Stowaway (wish)
Climate/Terrain: Minauros (The Nine Hells)
Organization: Solitary (unique)
Challenge Rating: 36
Treasure: Quintuple Standard
Alignment: Lawful Evil

Call Devils (Sp): 3/day, Mammon may summon a pit fiend, 6 cornugons or gelugons, or 9 of any lesser devils.

Fear Aura (Su): Mammon can radiate a 20-foot-radius fear aura as a free action. A creature in the area must succeed on a DC 45 Will save or be affected as though by a fear spell (caster level 47th). A creature that successfully saves cannot be affected again by Mammon’s aura for 24 hours. Mammon may choose to make his allies immune to the aura.

Spell-like Abilities: Always active - detect good, see invisibility; at will – blasphemy (DC 29), charm monster (DC 26), desecrate, detect magic, discern location, entice gift (DC 24)*, enthrall (DC 24), fabricate, fireball (DC 25), greater dispel magic, greater teleport, hellfire storm**, hold monster (DC 27), knock, magic circle against good, major image (DC 25), phantasmal thief ()*, produce flame, suggestion (DC 25), telekinesis (DC 27), teleport object (DC 29), unholy aura (DC 30), unholy blight (DC 26), unhallow, wall of fire; 3/day – investiture of the amnizu (DC 26), investiture of the spined devil (DC 24) pavilion of grandeur*, power word stun, symbol of weakness (DC 29), true creation*, wish (DC 31); 1/day – summon living vault. Caster level 35th
*Spell Compendium
**Fiendish Codex II

Spells: Mammon casts a small number of arcane spells, similar to spellthieves. Mammon knows all spells of 4th level or lower on the sorcerer spell list from the schools of abjuration, divination, enchantment, illusion, and transmutation.
Spells per day (1-4): 6/6/6/6 (Caster level 35th; DC 22 + spell level)

Steal: Nothing is sacred to Mammon, not even a creature’s own innate power. When Mammon strikes with a sneak attack, he can forgo dealing some of the damage and instead steal any of the following qualities. These abilities are identical to those of a spellthief, as described in Complete Adventurer.

Energy Resistance: By forgoing 1d6 points of sneak attack damage, Mammon can drain a creature of its energy resistance. The creature’s energy resistance is reduced by 30 points, and Mammon gains that as temporary resistance lasting one minute.

Powers: By forgoing 1d6 points of sneak attack damage, Mammon can drain a manifester of his powers and power points. Mammon steals 35 power points, and the knowledge of a single power (up to 9th level) from a manifester. The manifester cannot manifest the stolen power for a minute. Mammon retains the power points for up to 1 hour, which can be used to manifest any powers Mammon has stolen in that time.

Spell: By forgoing 1d6 points of sneak attack damage, Mammon can drain a spellcaster of a spell. Mammon can steal up to 17th level spells, assuming the caster has such high spell slots available. When Mammon steals a spell, he can use it to cast the spell, or to cast one of his own spellthief spells. He must do so within an hour of stealing the spell. Mammon can store up to 35 levels worth of spells at any one time. When Mammon steals a spell, he learns the names of all other prepared or known spells of that level. A spontaneous caster who has a spell stolen by Mammon cannot use that spell for one minute, and loses a single use of that spell level for the day. A prepared caster who has a spell stolen by Mammon loses the prepared spell and the slot it was prepared in for the day.

Spell Effect: By forgoing 1d6 points of sneak attack damage, Mammon can steal any ongoing spell effect on the creature and transfer it to himself. He cannot transfer spells with a caster level of 47th or higher. He gains the spell effect for 35 minutes or until the spell’s duration expires, which ever comes first. Mammon can only steal spell effects that could possibly be cast on him by the original caster. Spell effects that cannot be stolen are still suppressed for 35 minutes.

Spell-like Ability: By forgoing 1d6 points of sneak attack damage, Mammon can steal one of a creature’s spell-like abilities. The spell-like ability must be 11th level or lower, and the creature must be capable of using the spell-like when Mammon steals it. For limited use spell-like abilities, this power reduces the number of times per day it can be accessed by one. Once stolen, Mammon can use the ability himself, within one minute. Until he uses it or the minute elapses, the creature cannot use the spell-like ability itself.

Spell Resistance: By forgoing 3d6 points of sneak attack damage, Mammon can reduce a creature’s spell resistance by 5 for 12 rounds. This would give Mammon a spell resistance of 40 for those rounds, but this is almost always superceded by Mammon’s own spell resistance.

Touch of Greed (Su): If Mammon makes a touch attack against a creature, he inspires endless greed within its soul. The creature must make a Will save DC 45 or attack a random creature within 60 feet and attempt to divest it of its valuables. This effect lasts for 1d4 minutes.

Cosmic Entity: Mammon has a +5 bonus on rank checks.

Regeneration (Ex): Mammon takes normal damage from good aligned silver weapons, and from good aligned spells or effects.

Possessions: Mammon wields a +6 everdancing cold iron dagger of ghost touch called Avarice. This weapon transfers the damage it deals into Mammon’s hit points. If it is dancing, the hit points are stored until Mammon retrieves the weapon.

Mammon’s favored weapon Greed is a +5 hand crossbow of speed. Those struck by the bolts must make a Fortitude saving throw (DC 38) or suffer the effects of soul’s treasure lost. The item is teleported into one of Mammon’s personal treasure vaults.

Mammon is possibly the richest Lord of the Nine, although some claim Asmodeus holds that title. Nevertheless, Mammon can obtain nearly any magical item with a value of 1 million gold pieces or less within an hour, and any non-unique item within a day.
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Re: Unique Entities of Alternate World

Postby Kain Darkwind » Tue Apr 01, 2008 5:46 pm

Belial, Lord of the Fourth
Image
Art by Serge Desir

Large Outsider (Cosmic, Evil, Fallen, Lawful)
Hit Dice:
49d8 + 539 (931 hp)
Initiative: +20
Speed: 50 ft., fly 100 ft. (perfect)
Armor Class: 69 (+17 deflection, +12 Dex, +12 insight, +19 natural, -1 size), touch 50, flat-footed 45
Base Attack/Grapple: +49/+64
Attack: Love‘s Pain +65 melee (2d6 + 21 plus 3d6 fire and 2 Dexterity and pain /19-20/x3)
Full Attack: Love‘s Pain +65/+60/+55/+50 melee (2d6 + 21 plus 3d6 fire and 2 Dexterity and pain /19-20/x3)
Space/Reach: 10 ft. /10 ft. (20 ft. with ranseur)
Special Attacks: Call devils, call fallen, fear aura, spell-like abilities, spells
Special Qualities: Damage reduction 40/epic, good and silver, immunity to electricity, fire and poison, protective aura, regeneration 30, resistance to acid 30 and cold 30, sadomasochist, see in darkness, spell resistance 50, telepathy 1000 ft.
Saves: Fort +37, Ref +44, Will +38
Abilities: Str 32, Dex 35, Con 33, Int 34, Wis 34, Cha 45
Skills: Balance +18, Bluff +69, Concentration +63, Diplomacy +87, Disguise +69 (+75 acting), Escape Artist +65 (+71 ropes), Hide +64, Intimidate +75, Jump +21, Knowledge (arcana) +62, Knowledge (nobility and royalty), +62, Knowledge (religion) +62, Knowledge (the planes) +62, Listen +62, Move Silently +65, Search +62, Sense Motive +62, Spellcraft +68, Spot +62, Survival +12 (+18 tracking, on other planes), Tumble +70, Use Rope +65 (+70 bindings)
Feats: Belial's Gambit, Blistering Spell, Combat Expertise, Combat Reflexes, Dark Speech, Fiery Spell, Fly-by Attack, Improved Critical (ranseur), Improved Disarm, Improved Initiative, Quicken Spell-like Ability, Power Attack, Searing Flame, Violate Spell, Violate Spell-like Ability
Epic Feats: Spell Stowaway (wish), Superior Initiative
Climate/Terrain: Phlegethos (The Nine Hells)
Organization: Solitary (unique)
Challenge Rating: 38
Treasure: Quadruple Standard
Alignment: Lawful Evil

Call Devils (Sp): 3/day, Belial may call 1 pit fiend, 6 cornugons, or 12 of any lesser devils.

Call Fallen (Sp): 7/day, Belial may call 3 fallen planetars, 6 fallen astral devas, or 9 lesser fallen aasimon.

Fear Aura (Su): Belial can radiate a 30-foot-radius fear aura as a free action. A creature in the area must succeed on a DC 51 Will save or be affected as though by a fear spell (caster level 49th). A creature that successfully saves cannot be affected again by Belial’s aura for 24 hours. Belial may choose to make his allies immune to the aura.

Spell-Like Abilities: Always active- deathwatch, detect good, detect magic, detect snares and pits, discern lies, read and comprehend languages, see invisibility, tongues, true seeing; At will – blasphemy (DC 34), charm monster (DC 31), continual flame, deeper darkness, desecrate, greater dispel magic, dominate monster (DC 36), fireball (DC 30), greater fireburst (DC 32)*, flame strike (DC 32), geas/quest (DC 33), hellfire storm**, hold monster (DC 32), invisibility, locate creature, locate object, magic circle against good, major image (DC 30), power word stun, pyrotechnics, raise dead, greater restoration, shroud of flame, speak with dead, greater teleport, unhallow, unholy aura (DC 35), unholy blight (DC 31), wall of fire, wrack (DC 32)*[/i]; 3/day- flensing (DC 35), harm (DC 34), investiture of the barbed devil (DC 33), mass charm monster (DC 36), power word stun, symbol of pain (DC 32), waves of exhaustion, wave of pain (DC 34), wish (DC 36). Caster level 39th
*Spell Compendium
**Fiendish Codex II

Spells: Belial casts divine spells as a cleric with the Fire, Lust, and Pain domains.
Spells per day: 6/9/9/9/9/8/7/7/7/6 (Caster level 36th; DC 22 + spell level)

Cosmic Entity: Belial has a +6 bonus on rank checks.

Sadomasochist (Ex): For every 10 points of damage Belial deals or is dealt in a single round, he gains a +3 morale bonus on attack rolls, saving throws and skill checks in the next round.
In addition, any creature harming Belial must make a Fortitude save (DC 45) or suffer one half of the same damage they dealt to him. This damage is of the same type and calculated off the original damage, before Belial’s damage reduction, resistances or immunities were taken into account.

Regeneration (Ex): Belial takes normal damage from good aligned silver weapons, and from good aligned spells or effects.

Possessions: Love’s Pain is a +6 ranseur of flaming blast. It deals 2 points of Dexterity drain on a successful hit, and also imposes a -6 penalty on attack rolls, skill checks and ability checks (Fort save DC 44 negates the penalty). This latter effect must be removed by a heal or break enchantment spell, and the caster must succeed in a caster level check against DC 44 for the spell to be effective.
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Re: Unique Entities of Alternate World

Postby Kain Darkwind » Tue Apr 01, 2008 6:43 pm

Fierna, Lady of the Fourth
Image

Medium Outsider (Cosmic, Evil, Lawful)
Hit Dice:
36d8 + 288 (576 hp)
Initiative: +13
Speed: 90 ft., fly 90 ft. (perfect)
Armor Class: 56 {40% miss chance} (+7 defense, +14 deflection, +13 Dex, +9 insight, +3 natural), touch 53, flat-footed 56
Base Attack/Grapple: +36/+45
Attack: Unarmed strike +49 melee (2d10 + 9 plus 3d6 searing fire /18-20/x2 and 6d6 searing fire)
Full Attack: Flurry of blows +49/+49/+49/+44/+39/+34 melee (2d10 + 9 plus 3d6 searing fire /18-20/x2 and 6d6 searing fire)
Space/Reach: 5 ft. /5 ft.
Special Attacks: Call devils, fear aura, improved death attack, smite good, sneak attack +18d6, spell-like abilities, stun
Special Qualities: Damage reduction 30/epic, good and silver, immunity to cold, fire and poison, improved evasion, improved uncanny dodge, opportunist, regeneration 20, resistance to acid 30 and electricity 30, see in darkness, spell resistance 42, telepathy 500 ft., uncanny dodge
Saves: Fort +32, Ref +37, Will +33
Abilities: Str 29, Dex 36, Con 27, Int 29, Wis 28, Cha 39
Skills: Balance +56, Bluff +54, Concentration +27, Diplomacy +40, Disguise +53 (+57 acting), Escape Artist +52 (+56 ropes), Hide +52, Intimidate +57, Jump +56, Knowledge (nobility and royalty) +28, Knowledge (religion) +28, Knowledge (the planes) +48, Listen +48, Move Silently +52, Search +28, Sense Motive +28, Spellcraft +28, Spot +48, Survival +28 (+30 tracking, +32 on other planes), Tumble +56, Use Rope +52 (+56 bindings)
Feats: Adroit Fly-by Attack, Arterial Strike, Combat Expertise, Combat Reflexes, Dark Speech, Deflect Arrows, Extra Smiting, Fly-by Attack, Hamstring, Improved Critical (unarmed strike), Improved Disarm, Improved Initiative, Improved Trip, Pain Touch, Power Attack, Stunning Fist, Violate Spell-like Ability, Weapon Finesse
Epic Feats: Exceptional Deflection, Keen Strike, Lingering Damage, Reflect Arrows, Sneak Attack of Opportunity, Self Concealment (x4), Superior Initiative
Climate/Terrain: Phlegethos (The Nine Hells)
Organization: Solitary (unique) or with Gazra (unique pit fiend)
Challenge Rating: 30
Treasure: Quadruple Standard
Alignment: Lawful Evil

Fierna's unarmed strikes count as epic, adamantine and lawful weapons for the purposes of overcoming damage reduction. She may deal bludgeoning or slashing damage with her unarmed strikes.

Call Devils (Sp): 3/day, Fierna may call 1 pit fiend, 6 cornugons, or 12 of any lesser devils.

Fear Aura (Su): Fierna can radiate a 20-foot-radius fear aura as a free action. A creature in the area must succeed on a Will save (DC 42) or be affected as though by a fear spell (caster level 36th). A creature that successfully saves cannot be affected again by Fierna’s aura for 24 hours. She may choose to make her allies immune to the aura.

Improved Death Attack: Any creature Fierna successfully sneak attacks must make a Fortitude save (DC 37) or either die or become paralyzed for 1d4 minutes, Fierna’s choice.
If Fierna studies a creature for 3 rounds before attacking (as per the assassin death attack), the attack is treated as a coup de grace.

Smite Good (Su): Thrice per day, Fierna can make a normal melee attack against a good aligned creature that deals 36 additional points of damage.

Sneak Attack: Those who take damage from Fierna's sneak attack suffer the additional damage on the following round as well. Any attack of opportunity Fierna makes is considered a sneak attack.

Spell-Like Abilities: Always active- deathwatch, detect magic, freedom of movement, see invisibility, unholy aura (DC 31), tongues; At will – blasphemy (DC 30), blast of flame (DC 27)*, charm monster (DC 28), continual flame, deeper darkness, desecrate, fireball (DC 26), firebrand (DC 28)*, flame shield, flame strike (DC 28), greater dispel magic, greater invisibility, greater teleport, hellfire storm**, hold monster (DC 29), locate creature, major image (DC 26), modify memory (DC 27), nondetection, pass without a trace, polymorph, suggestion (DC 25), unhallow, unholy blight (DC 27), wall of fire, wrack (DC 27)*; 3/day- fire storm (DC 30), mass charm monster (DC 31), meteor swarm (DC 32), symbol of pain (DC 30), true strike, wish (DC 32). Caster level 36th
*Spell Compendium
**Fiendish Codex II

Stun (Ex): 36/day, Fierna can make a stunning fist attack (DC 37). Those who fail their saves are nauseated for 1 round following the stun.

Cosmic Entity: Fierna has a +3 bonus to rank checks.

Regeneration (Ex): Fierna takes normal damage from good aligned silver weapons, and from good aligned spells or effects.
Does there have to be "official support?" Common sense says that Kain's right. -James Jacobs-
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Re: Unique Entities of Alternate World

Postby Kain Darkwind » Tue Apr 01, 2008 6:46 pm

Leviathan, Lord of the Fifth
Image
Art by Serge Desir

Huge Outsider (Baatorian, Cosmic, Evil, Lawful)
Hit Dice:
45d8 + 630 (990 hp)
Initiative: +4
Speed: 40 ft., swim 250 ft.
Armor Class: 78 (+12 deflection, +4 Dex, +10 insight, +44 natural, -2 size), touch 34, flat-footed 64
Base Attack/Grapple: +45/+70
Attack: Bite +63 melee (6d8 + 17 /19-20/x3) or ray of dawn +47 ranged touch (15d8 hellfire)
Full Attack: Bite +63 melee (6d8 + 17 /19-20/x3) and tail +60 melee (2d8 + 25) and 2 claws +60 melee (4d6 + 8) or ray of dawn +47 ranged touch (30d8 hellfire)
Space/Reach: 20 ft. /20 ft.
Special Attacks: Aura of dominion, call devils, call devils of the deep, ray of dawn, spell-like abilities, swallow whole
Special Qualities: Alter size, blindsight 500 ft., damage reduction 40/epic, good and silver, immunity to acid, cold, fire, mind affecting and necromancy, regeneration 30, resistance to electricity 30, spell resistance 49, telepathy 1000 ft.
Saves: Fort +38, Ref +28, Will +34
Abilities: Str 45, Dex 18, Con 39, Int 36, Wis 31, Cha 34
Skills: Bluff +60, Climb +40, Concentration +62, Diplomacy +24, Disguise +12 (+18 acting), Escape Artist +52, Forgery +61, Gather Information +60, Hide +44, Intimidate +66, Jump +45, Knowledge (arcana) +38, Knowledge (geography) +36, Knowledge (history) +37, Knowledge (nature) +44, Knowledge (the planes) +61, Knowledge (religion) +61, Listen +58, Move Silently +52, Search +61, Sense Motive +58, Spellcraft +65, Spot +58, Survival +58 (+62 above ground, +64 on other planes, +64 tracking), Swim +83, Use Magic Device +60, Use Rope +4 (+10 bindings)
Feats: Combat Reflexes, Dark Speech, Empower Spell-like Ability, Improved Critical (bite), Improved Multiattack, Improved Sunder, Multiattack, Power Attack, Quicken Spell-like Ability (x2), Swim-by Attack, Weapon Focus (bite)
Epic Feats: Epic Skill Focus (Swim), Epic Weapon Focus (bite), Overwhelming Critical (bite), Spell Stowaway (wish)
Climate/Terrain: Stygia (The Nine Hells)
Organization: Solitary (unique)
Challenge Rating: 37
Treasure: Quadruple Standard
Alignment: Lawful Evil

Aura of Dominion (Su): All creatures within 90 feet of Leviathan must make a Will save (DC 44). Failure indicates that the victim is convinced of the absolute authority of Leviathan and infused with an unholy zeal. The victim is immediately and utterly dominated by the baatorian lord. In the absence of any orders, the victim will seek out and attack the nearest non lawful-evil entity in the area. A creature that succeeds on the saving throw is immune to Leviathan’s aura of dominion for 24 hours.
Falling under Leviathan's dominion is permanent, but can be removed by limited wish, miracle or wish if the caster succeeds on a caster level check (DC 44). Other baatorians are immune to the aura.

Call Devils (Sp): 3/day, Leviathan may summon 6 barregons, 6 xerfilstyx or 12 of any lesser devils. If he calls lesser devils with the Devil subtype, there is a 30% chance of failure. A failed attempt does not use up Leviathan’s daily uses of calling, although it does waste his standard action for the round.

Call Devils of the Deep (Sp): 3/day, Leviathan may summon a fiendish leviathan, 3 scyllans or fiendish krakens, or 12 of any fiendish aquatic animal.

Ray of Dawn (Su): As a standard action, Leviathan can project twin beams of light from his eyes, requiring a ranged touch attack to connect. These deal 15d8 points of hellfire damage and those struck by them must make a Fortitude save (DC 46) to avoid being blinded and a Reflex save (DC 46) to avoid catching on fire.

Spell-Like Abilities: Always active – detect chaos, detect good, detect thoughts, see invisibility; at will – blasphemy (DC 29), deeper darkness, greater dispel magic, dominate monster (DC 31), false vision, feeblemind (DC 27), hold monster (DC 27), mind fog (DC 27), mislead (DC 28), scrying (DC 26), greater teleport, unholy aura (DC 30), unholy blight (DC 26), unhallow; 3/day – insanity (DC 29), investiture of the amnizu (DC 26)*, programmed amnesia (DC 31), screen (DC 30), wish (DC 31). Caster level 33rd

Swallow Whole (Ex): If Leviathan establishes a hold with his improved grab ability, he can swallow his foe whole with a successful grapple check. A swallowed foe takes 5d6 acid damage, 5d6 fire damage and gains 1 negative level every round. A swallowed foe can cut its way out by dealing 100 points of damage to Leviathan’s stomach (AC 30). Once the creature exits, muscular action closes the hole. Leviathan’s stomach can hold any number of Large or smaller creatures.

Alter Size (Ex): Leviathan can increase his size to massive proportions. As a move action, he can grow to Titanic in size. His natural weapons increase base damage by three increments, his strength score increases to 60, and his size/reach change to 100 ft./50 ft.

Cosmic Entity: Leviathan has a +3 bonus to rank checks.

Regeneration: Leviathan takes normal damage from good aligned silver weapons and from good aligned spells.

Possessions: Leviathan carries very few personal possessions with him. Less generous individuals might actually say “no personal treasure”.
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Re: Unique Entities of Alternate World

Postby Kain Darkwind » Tue Apr 01, 2008 6:49 pm

Lilith, Lady of the Sixth
Image
From art by Serge Desir

Large Outsider (Cosmic, Devil, Evil, Lawful)
Hit Dice:
45d8 + 450 (810 hp)
Initiative: +11
Speed: 40 ft., climb 40 ft., fly 100 ft. (good), swim 80 ft.
Armor Class: 65 (+15 deflection, +11 Dex, +12 insight, +18 natural, -1 size), touch 47, flat-footed 42
Base Attack/Grapple: +45/+72
Attack: Claw +62 melee (4d6 + 18 plus disease /18-20/x2)
Full Attack: 2 claws +62 melee (4d6 + 18 plus disease /18-20/x2) and bite +57 melee (4d8 + 11 /x3)
Space/Reach: 10 ft. /10 ft.
Special Attacks: Blood drain, call devils, disease, nature’s wrath, poison, spell-like abilities
Special Qualities: Augmented criticals, damage reduction 40/epic, good and silver, immunity to cold, electricity, fire and sonic, regeneration 30, resistance to acid 30, see in darkness, spell resistance 49, telepathy 1000 ft., vile mother
Saves: Fort +35, Ref +36, Will +37
Abilities: Str 37, Dex 32, Con 31, Int 38, Wis 35, Cha 41
Skills: Balance +65, Bluff +63, Climb +69, Concentration +34, Diplomacy +27, Escape Artist +59, Gather Information +63, Handle Animal +63, Hide +55, Intimidate +69, Jump +71, Knowledge (arcana) +38, Knowledge (nature) +62, Knowledge (religion) +38, Knowledge (the planes) +38, Move Silently +59, Listen +60, Ride +41, Search +62, Sense Motive +60, Spellcraft +38, Spot +60, Survival +60 (+66 tracking, +62 on other planes), Swim +69, Tumble +59, Use Magic Device +63
Feats: Bounding Assault, Combat Reflexes, Dark Speech, Dodge, Flay, Improved Grapple, Leap Attack, Lunging Strike, Mobility, Power Attack, Rapid Blitz, Track, Violate Spell-like Ability, Spring Attack
Epic Feats: Automatic Violate Spell-like Ability, Legendary Wrestler
Climate/Terrain: Malbolge (The Nine Hells)
Organization: Solitary (unique)
Challenge Rating: 37
Treasure: Quadruple Standard
Alignment: Lawful Evil

Blood Drain (Ex): If Lilith establishes a pin, she may drain a foe’s blood, dealing 2d6 points of Constitution drain per round the pin is maintained. Lilith heals 10 points of damage every round she drains blood, gaining excess as temporary hit points that last for 1 minute. Unlike normal temporary hit points, these stack.

Call Devils (Sp): 3/day, Lilith may summon a pit fiend, 6 gelugons or cornugons, or 12 of any lesser devils as a swift action.

Disease (Ex): Those struck by Lilith’s claws must make a Fortitude save (DC 42) or succumb to a potent form of devil chills. Rather than a save every 24 hours, the victim must make saves hourly. Six saves are required to throw off the infection.

Nature’s Wrath: Once every 1d4 rounds as a full round action, Lilith can duplicate any spell on the druid or ranger spell list as a supernatural ability. Spell resistance applies as normal. The DC of any saving throw allowed is 47; the caster level is 33rd. Lilith can use metamagic versions of the spells, but it increases the ability’s recharge time in rounds by the number of spell levels it would have increased the spell.

Poison (Ex): Those striking Lilith with natural weapons or grappled by her must make a Fortitude save or fall victim to the potent poison that coats her entire body. Contact; Fortitude DC 42; Initial 2d6 Str and Dex; secondary 3d6 Str and Dex. 30 points of fire damage to Lilith burns away the poison for 2d4 rounds.

Spell-Like Abilities: Always active – detect chaos, detect good, greater magic fang, see invisibility; at will – blasphemy (DC 32), bestow greater curse (DC 33)*, call lightning storm (DC 30) control weather, create greater undead, desecrate, entangle (DC 26), greater dispel magic, greater invisibility, greater teleport, summon monster IX, summon nature’s ally IX, unholy aura (DC 33), unholy blight (DC 29), unhallow, wall of thorns; 3/day – elemental swarm, damning darkness, death by thorns (DC 32)*, earthquake (DC 34), evil weather**, wish (DC 34); 1/week – verdigris tsunami (DC 35)***. Caster level 36th
*Spell Compendium
**Book of Vile Darkness
***Epic Level Handbook

Cosmic Entity: Lilith has a +6 bonus to rank checks.

Regeneration: Lilith takes normal damage from good aligned silver weapons and from good aligned spells.

Vile Mother: Lilith’s womb spawns abominations accursed by heaven and hell. Regardless of the father, Lilith carries any child to term within one month. In addition, every child has the half-fiend template and the abomination subtype. Lilith’s womb is unlike those of mortal women, she can become impregnated even while carrying another child to term.

Possessions: Lilith carries little and wears less.
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Re: Unique Entities of Alternate World

Postby Kain Darkwind » Tue Apr 01, 2008 6:51 pm

Baalzebul
Image
Art by Serge Desir

Large Outsider (Cosmic, Evil, Fallen, Lawful)
Hit Dice:
52d8 + 832 (1,248 hp)
Initiative: +21
Speed: 70 ft., fly 140 ft. (perfect)
Armor Class: 75 (+18 deflection, +13 Dex, +15 insight, +20 natural, -1 size), touch 55, flat-footed 47
Base Attack/Grapple: +52/+71
Attack: Slam +66 melee (6d6 + 15 /19-20/x2)
Full Attack: 2 slams +66 melee (6d6 + 15 /19-20/x2) and 6 wings +64 melee (3d6 + 7)
Space/Reach: 10 ft. /10 ft.
Special Attacks: Call devils, call fallen, insect gorge, sinful gaze, spell-like abilities, spells
Special Qualities: Blasphemous touch, cosmic entity, damage reduction 40/epic, good and silver, immunity to fire and poison, low-light vision, regeneration 30, resistance to acid 30 and electricity 30, see in darkness, spell resistance 54, telepathy 1000 ft.
Saves: Fort +44 (+48 vs poison), Ref +41, Will +43
Abilities: Str 40, Dex 37, Con 42, Int 36, Wis 41, Cha 47
Skills: Appraise +68, Bluff +83, Climb +78, Concentration +71, Diplomacy +95, Disguise +18 (+24 acting), Forgery +68, Gather Information +89, Hide +60, Intimidate +79, Knowledge (arcana) +68, Knowledge (local: Hell) +68, Knowledge (religion) +68, Knowledge (the planes) +68, Listen +78, Move Silently +68, Perform (oratory) +73, Search +68, Sense Motive +80, Spellcraft +76, Spot +78, Survival +15 (+21 tracking, on other planes), Swim +70
Feats: Corrupt Spell, Dark Speech, Empower Spell, Extend Spell, Improved Critical (slam), Improved Initiative, Fly-by Attack, Multiattack, Power Attack, Quicken Spell, Quicken Spell-like Ability, Violate Spell, Violate Spell-like Ability
Epic Feats: Automatic Quicken Spell, Epic Skill Focus (Gather Information), Epic Spellcasting, Spell Stowaway (wish), Superior Initiative
Climate/Terrain: Maladomini (The Nine Hells)
Organization: Solitary (unique)
Challenge Rating: 42
Treasure: Quadruple Standard
Alignment: Lawful Evil

Call Devils (Sp): 3/day, Baalzebul may call 3 pit fiends, 9 gelugons or cornugons, or 18 of any lesser devils as a swift action. These devils always appear with maximum hit points.

Call Fallen (Sp): 7/day, Baalzebul may call a fallen throne archon, 3 fallen justices or 7 lesser fallen archons.

Insect Gorge (Ex): Once every 1d6 rounds, Baalzebul can disgorge a cloud of biting flies as a breath weapon. This deals 20d6 points of damage (Reflex DC 52 for half) in a 60-foot cone. If Baalzebul chooses, the creatures can form a cloud in a 25 foot radius around him for 10 rounds. In this cloud, concealment is total, and the insects deal 10d6 points of damage to any living creature within. (No save)

Sinful Gaze (Su): Any non lawful evil creature within 70 feet of Baalzebul that meets the archdevil’s eyes must succeed on both a Will and Fortitude saving throw (DC 52) or suffer the effects of the penitentiary gaze. The victim suffers different effects based on how far from Lawful Evil he is. The ability score penalties of the gaze last for 9 hours after leaving the area of effect. Fatigue and exhaustion must be removed with rest or magic. Baalzebul may choose to exclude allies from the effects of its gaze. This ability does not function in the cloud of insects created by his insect gorge ability.
Law/Chaos Axis:
Neutral: Victims who fail their Will save become fatigued. Victims who fail their Fortitude save suffer a -9 penalty to all of their physical ability scores (Str, Dex, Con). This penalty cannot reduce an ability score to below 1.
Chaotic: Victims who fail their Will save become exhausted. Victims who fail their Fortitude save suffer a -18 penalty to all of their physical ability scores (Str, Dex, Con). This penalty cannot reduce an ability score to below 1.
Good/Evil Axis:
Neutral: Victims who fail their Fortitude saves suffer 9d8 points of damage every round until they make their save or leave the area of effect. Victims who fail their Will saves suffer a -9 penalty to all of their mental ability scores (Int, Wis, Cha). This penalty cannot reduce an ability score to below 1.
Good: Victims who fail their Fortitude saves suffer 18d8 points of damage every round until they make their save or leave the area of effect. Victims who fail their Will saves suffer a -18 penalty to all of their mental ability scores (Int, Wis, Cha). This penalty cannot reduce an ability score to below 1.

Spell-like Abilities: Always active – detect chaos, detect good, detect magic, true seeing; At will- animate dead, atonement, blasphemy (DC 35), break enchantment, charm monster (DC 32), create greater undead, cure critical wounds (DC 32), desecrate, fireball (DC 31), geas/quest (DC 34), greater dispel magic, greater scrying (DC 35), greater teleport, hold monster (DC 33), insect plague, magic circle against good, mark of iniquity (DC 33), neutralize poison, persistent image (DC 33), restoration, resurrection, sending, suggestion (DC 31), summon swarm, unhallow, unholy aura (DC 36), unholy blight (DC 32), wall of eyes; 3/day – banishment (DC 35), death ward, dictum (DC 35), divine favor, find the path, greater restoration, heal (DC 35), heroes' feast, investiture of the horned devil (DC 36), unholy sword; 1/day –creeping doom, crown of vermin, symbol of pain (DC 33), symbol of insanity (DC 36), wish (DC 37). Caster level 41st

Spells: Baalzebul casts spells as a cleric with the Knowledge, Law and Trickery domains.
Spells per day: 6/10/10/10/9/9/8/8/7/7/3/3/2/2/2/2 (Caster level 40th, DC 25 + spell level)
Epic Spells per day: 5

Blasphemous Touch (Ex): One half of the damage dealt by Baalzebul's natural weapons is vile.

Cosmic Entity: Baalzebul has a +9 bonus on rank checks.

Regeneration (Ex): Baalzebul takes normal damage from epic good aligned silver weapons, and from good aligned spells or effects.

Skills: Baalzebul receives a +10 inherent bonus on Bluff, Diplomacy and Sense Motive checks, and a +8 racial bonus on Spot and Listen checks.
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Re: Unique Entities of Alternate World

Postby Kain Darkwind » Tue Apr 01, 2008 7:04 pm

Mephistopheles
Image
Art by Serge Desir

Large Outsider (Cosmic, Devil, Evil, Lawful)
Hit Dice:
52d8 + 624 (1,040 hp)
Initiative: +16
Speed: 60 ft., fly 180 ft. (good)
Armor Class: 73 (+13 deflection, +13 Dex, +10 insight, +28 natural, -1 size), touch 40, flat-footed 59
Base Attack/Grapple: +52/+70
Attack: Abandoned Hope +71 melee (2d6 + 27 plus 3d6 (cold, electricity, and fire) /19-20/x3 and 9d6 (cold, electricity, and fire))
Full Attack: Abandoned Hope +71/+66/+61/+56 melee (2d6 + 27 plus 3d6 (cold, electricity, and fire) /19-20/x3 and 9d6 (cold, electricity, and fire))
Space/Reach: 10 ft. /10 ft. (20 ft. with ranseur)
Special Attacks: Call devils, flames of Cania, spell-like abilities, spells
Special Qualities: Damage reduction 40/epic, good and silver, immunity to fire, cold and poison, infernal archmage, regeneration 30, resistance to acid 30, see in darkness, spell resistance 57, telepathy 1000 ft.
Saves: Fort +44, Ref +48, Will +42
Abilities: Str 39, Dex 37, Con 34, Int 47, Wis 30, Cha 36
Skills: Appraise +73, Bluff +68, Concentration +67, Craft (Alchemy) +73, Diplomacy +80, Disguise +13 (+19 acting), Forgery +73, Gather Information +68, Hide +64, Intimidate +74, Knowledge (arcana) +73, Knowledge (history) +73, Knowledge (religion) +68, Knowledge (the planes) +73, Knowledge (five more) +73, Listen +65, Move Silently +68, Search +73, Sense Motive +65, Spellcraft +91, Spot +65, Survival +10 (+16 tracking, on other planes), Tumble +68
Feats: Dark Speech, Empower Spell, Energy Admixture (cold), Eschew Materials, Heighten Spell, Improved Counterspell, Malign Spell Focus, Maximize Spell, Quicken Spell, Persistent Spell, Piercing Cold, Repeat Spell, Scribe Scroll, Twin Spell, Violate Spell
Epic Feats: Automatic Quicken Spell (x3), Enhance Spell, Epic Skill Focus (Spellcraft), Epic Spellcasting, Ignore Material Components, Improved Heighten Spell, Improved Metamagic (x4), Improved Spell Capacity (x5), Intensify Spell
Climate/Terrain: Cania (The Nine Hells)
Organization: Solitary (unique)
Challenge Rating: 45
Treasure: Quadruple Standard
Alignment: Lawful Evil

Call Devils (Sp): 3/day, Mephistopheles may call 3 pit fiends, 9 gelugons or cornugons, or 18 of any lesser devils as a swift action. These devils always appear with maximum hit points.

Flames of Cania (Cs): Mephisto is constantly swathed in freezing cold unholy flames which deal 10d6 points of unholy damage and 10d6 points of cold damage to any within 10 feet of him. His touch also deals this damage. As a standard action, he may release his Flames of Cania in a 60 foot radius blast. This deals 20d6 points of unholy damage, 20d6 points of cold damage, and allows a reflex save DC 48 for half.

Spells: Mephisto casts spells as a wizard. His spellbooks have access to all spells 1st-9th level, and he has researched many epic spells as well.
Spells per day (0-14th): 12/18/18/17/17/17/17/16/16/16/13/12/12/12/12 (Caster level 48th; DC 27 + spell level, evil spells DC 35 + spell level)
Epic Spells per day: 13

Spell-like Abilities: Always active- detect chaos, detect good, detect magic, see invisibility, unholy aura (DC 33); at will – animate dead, baleful polymorph (DC 28), bestow greater curse (DC 33), blasphemy (DC 32), cone of cold (DC 28), create greater undead, deeper darkness, delayed blast iceball (DC 30), desecrate, dominate monster (DC 32), flame strike (DC 28), geas/quest (DC 29), greater dispel magic, greater invisibility, greater scrying (DC 30), greater teleport, hellfire storm***, hypothermia (DC 27)*, ice storm (DC 27), locate creature, locate object, magic circle against good, mass hold monster (DC 32), persistent image (DC 28), polar ray, polymorph, power word stun, restoration, resurrection, suggestion (DC 26), symbol of death (DC 31), symbol of pain (DC 30), symbol of stunning (DC 30), true seeing, unhallow, unholy blight (DC 29), wall of fire, wall of ice (DC 27); 3/day –field of icy razors (DC 31)*, frostfell**, investiture of the ice devil (DC 32), wish (DC 32). Caster level 41st
*Spell Compendium
**Frostburn
***Fiendish Codex II

Cosmic Entity: Mephisto has a +9 bonus on rank checks.

Infernal Archmage: Mephisto may prepare eight spells more than normal in each level of spells he can cast, in addition to his bonus spell slots due to a high Intelligence. Mephisto may make touch attacks at a range of 90 feet. Spells countered by him are reflected back upon their caster as if they had been turned as per spell turning. He may substitute any energy descriptor in any spell he casts as he is casting it. Mephisto does not need to prepare an action to counterspell, countering a spell is an immediate action for him, and he can counter three spells per round. Any spell Mephisto casts is considered corrupt if he so chooses. Spells by Mephisto cast with the Evil descriptor gain a +8 profane bonus to their DC.

Regeneration (Ex): Mephistopheles takes normal damage from epic good aligned silver weapons, and from good aligned spells or effects.

Possessions: Mephistopheles wields Abandoned Hope, a +8 keen ranseur of cold, electricity and fire blasting. It heightens his hellfire storm spell like ability, causing it to be automatically widened and intensified. (60 points of diabolical fire damage over a 40-foot radius spread)
Abandoned Hope also functions as a combined staff of the Magi and staff of power.
Does there have to be "official support?" Common sense says that Kain's right. -James Jacobs-
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Re: Unique Entities of Alternate World

Postby Kain Darkwind » Tue Apr 01, 2008 7:23 pm

Asmodeus, King of Hell, Lord of the Ninth
Image


Large Outsider (Cosmic, Devil, Evil, Lawful)
Hit Dice:
54d8 + 702 (1,134 hp)
Initiative: +10
Speed: 180 ft., fly 270 ft. (perfect)
Armor Class: 92 (+20 deflection, +10 Dex, +20 insight, +33 natural, -1 size), touch 59, flat-footed 62
Base Attack/Grapple: +54/+72
Attack: Ruby Rod +78 melee (2d6 + 23 /x3)
Full Attack: Ruby Rod +78/+73/+68/+63 melee (2d6 + 23 /x3)
Space/Reach: 10 ft. /10 ft.
Special Attacks: Call devils, demand submission, gaze attacks, hellfire, spell-like abilities, spells
Special Qualities: Damage reduction 40/greater epic, major good and major chaotic and silver, fast healing 40, immunity to acid, fire and poison, King of Hell, regeneration 25, resistance to cold 30, see in darkness, spell resistance 78, telepathy 1000 ft.
Saves: Fort +51, Ref +48, Will +58
Abilities: Str 39, Dex 30, Con 36, Int 51, Wis 51, Cha 51
Skills: Appraise +86, Bluff +103, Concentration +79, Craft (alchemy) +86, Diplomacy +104, Disguise +86 (+92 acting), Escape Artist +76, Forgery +86, Gather Information +92, Hide +72, Intimidate +92, Knowledge (arcana) +86, Knowledge (history) +86, Knowledge (local) +86, Knowledge (nature) +86, Knowledge (nobility and royalty) +86, Knowledge (religion) +86, Knowledge (the planes) +86, Listen +86, Move Silently +76, Search +86, Sense Motive +86, Spellcraft +102, Spot +86, Survival +86 (+92 tracking, +92 above ground, +92 on other planes), Use Magic Device +86
Feats: Craft Rod, Dark Speech, Eschew Materials, Empower Spell, Heighten Spell, Maximize Spell, Power Attack, Widen Spell
Epic Feats: Craft Epic Rod, Enhance Spell, Epic Skill Focus (Bluff), Epic Skill Focus (Spellcraft), Epic Spellcasting, Ignore Material Components, Improved Heighten Spell, Intensify Spell, Multispell (x7), Spell Stowaway (wish)
Climate/Terrain: Nessus (The Nine Hells)
Organization: Solitary (unique)
Challenge Rating: 50 (66 in Hell)
Treasure: Quintuple Standard
Alignment: Lawful Evil

Call Devils (Sp): At will as a standard action Asmodeus may call a duke, 9 pit fiends, or 18 of any lesser devils. 3/day he may call an archdevil. 1/week, he may call all eight of the Lords of the Nine. Non unique devils called by Asmodeus possess double standard hit dice and maximum hit points.

Demand Submission (Ex): 1/round as a standard action, Asmodeus can force up to nine creatures who can hear and understand his voice to attempt a Will saving throw (DC 66). On a failure, the creatures submit to the ruler of Hell for 10d10 days, doing everything he asks as if his words were a suggestion that they cannot resist. Once a creature successfully saves against this ability, he gains a +9 bonus to all further saves against it.

Gaze of Hell (Ex): Asmodeus has two different gaze attacks, although he can only use one at a time. He can switch between the two as a free action.
Chill Gaze: This has a range of 90 feet and acts as a slow spell that imposes a -9 penalty on all attack, damage, saving throws, ability checks and skill checks for 24 hours. Will save (DC 66) negates.
Fear and Weakness Gaze: This has a range of 180 feet. It both panics and deals 1d8 points of Strength damage per round to creatures who fail their saves. Will save (DC 66) negates.

Hellfire (Cs): As a standard action every 1d4 rounds, Asmodeus can unleash a blast of hellfire, dealing 18d12 points of damage. This attack can be unleashed as a 90 foot cone (Reflex DC 66 half), a 180 foot line (Reflex DC 66 half) or a 900 foot ray (+64 ranged touch). Within Hell, the ray has no maximum range and can strike any creature that Asmodeus can see.

Spells: Asmodeus casts cleric and wizard spells spontaneously with no need to prepare and access to all spells on the spell lists plus the domains of Baator, Diabolic, Domination, Evil, Law and Trickery. All spells cast by Asmodeus are corrupted, quickened and violated.
Cleric spells per day: 6/11/11/11/11/10/9/9/9/8/4/4/4/3/3/3/3/2/2/2/2. Caster level 54th. (63rd for Evil or Law spells) DC 39+spell level
Wizard spells per day: 4/9/9/9/9/8/8/8/8/7/4/4/4/3/3/3/3/2/2/2/2. Caster level 54th. (63rd for Evil or Law spells) DC 39+spell level

Epic Spells per day: 5 arcane, 5 divine.

Domain powers: Asmodeus gains a +9 caster level bonus on spells with the Evil or Law descriptors. 9/day, he may gain a +54 bonus on a Bluff, Diplomacy, Intimidate or Sense Motive check.

Spell-like Abilities: Always active - detect chaos, detect good, detect magic, discern lies, true seeing; At will -animate dead, blasphemy (DC 46), create greater undead, demand (DC 47), deeper darkness, desecrate, detect thoughts, dictum, disguise self, dispel chaos or good, greater dispel magic, dominate monster (DC 48), hellfire storm*, hold monster, imprisonment, magic circle against chaos or good, monstrous thrall** (DC 48), order's wrath (DC 46), planeshift, protection from chaos or good, mass suggestion (DC 45), greater teleport, unhallow, wall of fire, wall of ice; 9/day – investiture of the devil (any), shapechange, true resurrection, wish. Caster level 54th
*Fiendish Codex II
**Spell Compendium

Cosmic Entity: Within Hell, Asmodeus receives a +18 bonus to rank checks. Outside of Hell he possesses a +9 bonus.

King of Hell: Asmodeus possesses a +9 profane bonus on saves, ability checks, skill checks and the DCs of his special attacks. Within Hell he possesses six times his actual hit points (6,804). He may reshape the entirety of Hell as if it were his divine realm; shaping actual divine realms within Hell is only possible with an opposed rank check. Asmodeus can promote lesser devils into greater forms at will. If the devil in question does not possess the proper HD for its new form, Asmodeus receives a number of negative levels equal to the difference. Asmodeus does not need to make a Fortitude save against permanent level loss. Instead, his negative levels are removed at the rate of one per hour. Asmodeus can also promote a devil to Duke or Archdevil status, granting them the appropriate abilities.

Regeneration (Ex): Asmodeus takes normal damage from epic good and chaotic aligned silver weapons, and from good aligned spells or effects of 5th level or higher.

Possessions: Asmodeus holds the Ruby Rod, a major artifact. This functions as a +9 heavy mace of unholy and lawful power. It has a critical of x3, and affects those who are touch it against Asmodeus’ will as harm. (Will save DC 50 for half, caster level 40th) Asmodeus may make use of the powers at will unless otherwise stated. Other wielders may make use of the special abilities 1/day.

Absorption: The Ruby Rod can be used as a rod of absorption, capable of absorbing up to 9 spell levels per round.

Armor of Malsheem: When this ability is activated (a full round action), the wielder’s damage reduction, fast healing, and regeneration are doubled for the next 9 rounds (if the wielder does not possess one or more of these boons, he receives a DR of 9/ - , fast healing 9, and regeneration (good and silver) 9). When in Asmodeus’ hands, the Rod also doubles the hit points of his divine shields for the duration. Asmodeus can only use this ability thrice per day.

Bolt of Lightning: 180 foot long, 10 foot wide line; deals 30d6 points of corrupted, violated electricity damage (Reflex DC 50 for half). Failure on the save knocks a victim prone; furthermore, failure by 10 points or more throws a victim back 10 feet plus 10 more feet for every additional 10 points of damage taken. If this effect causes the victim to strike a solid object (like a wall), the victim suffers 1d6 points of damage for every 10 feet they travel before striking. A victim must also make a Fortitude save DC 50 or become paralyzed for 9 rounds. Anyone taking any electrical damage from this attack becomes charged with static electricity for the next 9 rounds and deals 15d6 points of electricity damage whenever they come within 5 feet of or touch another being.

Cone of Frost: 90 foot long cone; deals 30d6 points of corrupted, violated cold damage (Reflex DC 50 for half). Those struck must also make a Fortitude save DC 50. On a successful save, victims are slowed for 9 rounds. On a failure, victims are stuck in place as though by hold monster for 9 rounds. If they fail the Fortitude save by 10 points or more, they are frozen into ice and rendered helpless for up to 9 days (a miracle or wish can thaw victims out). If they take 50 points of damage or more from any one attack while in this state, victims shatter into pieces and die.

Jet of Acid: 360 foot long, 5 foot wide line; deals 30d6 points of corrupted, violated acid damage (Reflex DC 50 for half). The acid eats away at the flesh, dealing 1d6 points of Constitution damage (Fortitude DC 50 for half) immediately and an additional 1d6 points at the beginning of each of the next nine rounds. A heal, miracle, or wish spell can stop the continuing Constitution damage. Resistance or immunity to acid is only effective against 1/2 of the Constitution damage.

Tyrant Triumphant: Activating this ability causes pulsing, red and black waves to emanate from the Rod in a 90 foot radius. The area within 90 feet of the Rod is surrounded by a wall of anti-magic. The wall is razor thin, but prevents spells or supernatural abilities originating from within the area from affecting those without and vice versa, similar to the lesser layers of a prismatic wall. All save the wielder within the area are affected as if by disjunction, blasphemy, dictum, and repulsion in that order during the round that the effect begins (caster level 80th, DC 68 where applicable). A nearly impenetrable shield is erected around the wielder, and remains for 3 rounds. Each round the barrage of spells repeats within a 90 foot radius of the Rod.

The shield surrounding the wielder is immune to all forms of attack save those with the good or chaotic descriptor. The shield has 999 hit points. Even from those forms of attack against which it is vulnerable, the shield ignores the first 90 points of damage per round. Good or chaotic aligned spells which do not normally deal damage deal 1d10 points of damage per spell level to the shield.

During the first round, the Rod’s wielder is purged of all unwanted effects, including but not limited to, disease, poison, enchantments, curses, debilitations and death. In the second round, the wielder is healed to full hit points. By the third round, the wielder regains spells, spell-like abilities, and any other limited-use abilities innate to his nature (not granted by an item) as if he had rested for a day. Tyrant Triumphant will automatically activate once per day should its wielder perish. Asmodeus can only use this ability thrice per day.

Asmodeus has access to near limitless wealth in magical items. As such, he can be expected to have any magic item in the DMG or any other source book with a value of less than 1 million gold pieces.

In short, Asmodeus can kick your ass.
Does there have to be "official support?" Common sense says that Kain's right. -James Jacobs-
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Re: Unique Entities of Alternate World

Postby Kain Darkwind » Tue Apr 01, 2008 7:39 pm

Merorem the Darkwind
Image
Art by Serge Desir

Large Outsider (Cosmic, Devil, Evil, Lawful)
Hit Dice:
46d8 + 552 (920 hp)
Initiative: +19
Speed: 90 ft., fly 180 ft. (perfect)
Armor Class: 72 (+13 deflection, +11 Dex, +15 insight, +24 natural, -1 size), touch 48, flat-footed 72
Base Attack/Grapple: +46/+67
Attack: Claw +62 melee (3d8 + 17)
Full Attack: 2 claws +62 melee (3d8 + 17) and 4 wings +60 melee (3d6 + 8)
Space/Reach: 10 ft. /10 ft.
Special Attacks: Dark gale, fickle fate, spell-like abilities, spin fate and destiny, winds of change, summon devils
Special Qualities: Damage reduction 30/epic good and silver, fast healing 5, immunity to fire and poison, regeneration 15, resistance to acid 30 and cold 30, see in darkness, spell resistance 48, superior extend spell-like ability, telepathy 1000 ft., temporal mastery
Saves: Fort +37, Ref +36, Will +44
Abilities: Str 45, Dex 32, Con 35, Int 37, Wis 41, Cha 36
Skills: Appraise +43 (+47 armor, +49 weapons), Bluff +64, Concentration +22, Craft (armor) +43, Craft (weapons) +62, Diplomacy +82, Disguise +44 (+50 acting), Forgery +33, Gather Information +68, Handle Animal +33, Heal +35, Hide +56, Intimidate +70, Knowledge (arcana) +62, Knowledge (history) +62, Knowledge (local) +62, Knowledge (nature) +48, Knowledge (nobility) +62, Knowledge (the planes) +62, Knowledge (religion) +53, Listen +64, Move Silently +60, Search +33, Sense Motive +66, Spellcraft +39, Spot +64, Survival +15 (+19 above ground, +21 on other planes, +17 tracking), Use Magic Device +33 (+37 scrolls)
Feats: Combat Reflexes, Craft Magic Arms and Armor, Dark Speech*, Fly-by Attack, Improved Initiative, Negotiator, Persuasive, Power Attack, Quicken Spell-like Ability (x3)
Epic Feats: Automatic Quicken Spell-like Ability (time stop), Automatic Quicken Spell-like Ability (greater teleport), Craft Epic Arms and Armor, Epic Will, Spell Stowaway (time stop), Superior Initiative
Climate/Terrain: Dis (The Nine Hells)
Organization: Solitary (unique)
Challenge Rating: 36
Treasure: Quadruple Standard
Alignment: Lawful Evil

Dark Gale (Ex): Merorem may release a blast of darkness and winds that rend his foes asunder every 1d4 minutes. This powerful attack deals 10d8 vile damage in a 90 foot cone and requires three different saving throws. (DC 46)
Fortitude: Failure indicates the creature receives 2d4 negative levels. These are considered vile damage and must removed in an appropriate place.
Reflex: Failure indicates the creature is flung 2d6 x10 feet, taking damage as if it had fallen that far.
Will: Failure indicates the creature is struck permanently blind. Spells to restore sight must succeed in a caster level check DC 46.

Fickle Fate: 9/day, Merorem may reroll a roll he has just made, or force another creature he has line of sight with to do the same. Either way, the result of the reroll overrides the original roll. Using this ability is an immediate action.

Spell-like Abilities: Always active- detect chaos, detect good, foresight, freedom of movement, greater arcane sight, haste, see invisibility; at will- bestow greater curse (DC 31), binding winds (DC 31), blasphemy (DC 30), dictum (DC 30), greater dispel magic, greater teleport, limited wish (DC 30), reality revision** (DC 32), temporal stasis (DC 31), unholy aura, waves of exhaustion; 9/day – greater whirlwind*, instant refuge, planeshift (to Temporal Storm and Hell only), power word blind, time stop, utterdark, vision; 1/day – true resurrection, wish (DC 32) Caster level 36th
*Spell Compendium
**Expanded Psionic Handbook

Note: Merorem cannot use reality revision to planeshift.

Spin Fate and Destiny: Merorem possesses a reservoir of 46 points of 'fate-spin'. He can use these points to modify a single spell-like ability DC, skill check, saving throw, or attack roll. He may use 9 points of spin per round. His spin is replenished every 24 hours.

Summon Devils: Thrice per day, Merorem can automatically summon 1 pit fiend, 3 gelugons or 9 lesser devils.

Winds of Change (Ex): Once per hour, Merorem can release his Winds of Change. All creatures within 30 feet of Merorem must succeed on a Fortitude save (DC 46) or be turned into sand. The next round, the statues are blown to a fine dust, scattered throughout the area.

As the creatures are not dead, they cannot be restored through simple resurrection magic. A wish or miracle can gather the sand together, but a Craft (statue) check must be made before casting another wish or miracle to return them to their natural form. A caster level check (DC 56) is made when casting the wish to gather the sand. The sand is gathered on a success or failure, but the result is important to the restoration, as described below.

The Craft check DC is 23 + the HD of the victim. Failure reduces the restored victim's level by an amount equal to the failed check. In addition, if the caster level check (see above) failed, all of the victim's ability scores are reduced by the amount of the failure. (Minimum 1) The victim also has a chance (% equal to the failure of the caster level check) per hit die to have the class level altered to a different one.

For example, if a 20th level rogue was victim of this ability, his rescuers would have to make a caster level check while casting wish to gather the sand. If this check failed by 10, his ability scores upon restoration would likewise be reduced by 10. A Craft check DC 43 would be required to place him perfectly back together. For every point this check failed by, he would be reduced by 1 level. Once back together, he would have a 10% chance for each of his remaining class levels to be altered to a different class.

Cosmic Entity: Merorem has a +9 bonus to rank checks, only dealing with time and wind. Within the Temporalis Procellos, he has a +3 bonus to all rank checks, which stacks with his +9 dealing with time and wind.

Regeneration: Merorem takes normal damage from good aligned silver weapons and spells.

Superior Extend Spell-Like Ability: By taking a full round to cast a spell-like ability, Merorem can double its duration. This only works with spells that have a duration longer than instantaneous. By taking multiple rounds to cast a spell-like ability, Merorem can increase the duration by a factor equal to the rounds taken. (So if he spent three full rounds casting the spell-like ability, the duration would be tripled) No spell-like ability can be extended to a duration longer than 24 hours in this manner.

Temporal Mastery (Ex): No spell dealing with time or movement can affect Merorem unless he chooses to allow it to do so. Furthermore, all such powers, spells or spell-like abilities activated within 90 feet of him require a caster level check against him or he assumes control of the power and can redirect it where he chooses.
Merorem gains an immediate action once a round against any attack directed at him. He may use this to take a move action or a standard action, but he cannot cast a spell-like ability or use a cosmic ability with it.
Does there have to be "official support?" Common sense says that Kain's right. -James Jacobs-
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Re: Unique Entities of Alternate World

Postby Kain Darkwind » Tue Apr 01, 2008 7:46 pm

Glasya, Princess of Hell
Image

Medium Outsider (Cosmic, Devil, Evil, Lawful)
Hit Dice:
40d8 + 280 (600 hp)
Initiative: +15
Speed: 40 ft.
Armor Class: 57 (+6 deflection, +15 Dex, +11 insight, +15 natural) touch 42, flat-footed 31
Base Attack/Grapple: +40/+49
Attack: Unholy kiss +48 melee touch (1d8 + 15 nonlethal and 1d4 Wisdom) or unholy kiss +55 ranged touch (1d8 + 15 nonlethal and 1d4 Wisdom) or claw +48 melee (1d6 + 9)
Full Attack: Unholy kiss +48 melee touch (3d8 + 45 nonlethal and 3d4 Wisdom damage), 3 unholy kisses +55 ranged touch (1d8 + 15 nonlethal and 1d4 Wisdom) or 2 claws +48 melee (1d6 + 9)
Space/Reach: 5 ft. /5 ft.
Special Attacks: Alluring gaze, intoxicating aura, sneak attack +10d6, spell-like abilities, summon devils, unholy kiss
Special Qualities: Damage reduction 30/epic good, and silver, evasion, infernal enchantress, regeneration 5, immunity to fire and poison, resistance to acid 20 and cold 20, see in darkness, spell resistance 42, telepathy 500 ft.
Saves: Fort +39, Ref +53, Will +49
Abilities: Str 29, Dex 41, Con 25, Int 27, Wis 33, Cha 40
Skills: Appraise +28, Balance +44, Bluff +60, Diplomacy +71, Disguise +45 (+49 acting), Escape Artist +45 (+47 ropes), Gather Information +55, Hide +60, Intimidate +47, Jump +17, Knowledge (nobility and royalty) +45, Knowledge (the planes) +30, Listen +50, Move Silently +60, Perform (dance) +55, Perform (sing) +55, Sense Motive +50, Sleight of Hand +44, Spot +50, Tumble +40, Use Magic Device +35, Use Rope +37 (+41 bindings)
Feats: Ability Focus (alluring gaze), Combat Expertise, Combat Reflexes, Dark Speech*, Deft Hands, Improved Feint, Improved Disarm, Improved Trip, Iron Will, Lightning Reflexes, Persuasive, Stealthy
Epic Feats: Epic Ability Focus (alluring gaze), Epic Reflexes, Epic Will
Climate/Terrain: Hell
Organization: Solitary (unique)
Challenge Rating: 30
Treasure: Quadruple Standard
Alignment: Lawful Evil

Alluring Gaze (Su): Glasya may transmit any of her enchantment spell-like abilities through her gaze, using the normal rules for gaze attacks. The range of this ability is 90 ft. Changing the current effect of her gaze is a swift action; suppressing her gaze is a free action. The Will DC to resist any of the effects of Glasya's gaze is 51. Glasya typically has her gaze transmitting charm monster.

Intoxicating Aura (Su): Those within 30 feet of Glasya take a -9 penalty to their Will saves against her attacks.

Spell-like Abilities: Always active – true seeing, unholy aura (DC 33); at will - alter self, blasphemy (DC 32), charm monster (DC 39), daze (DC 35), desecrate, detect good, detect thoughts (DC 28), dominate person (DC 40), greater dispel magic, greater teleport, hellfire storm**, hold monster (DC 39), persistent image (DC 30), unhallow, unholy aura (DC 33), unholy blight (DC 29), wall of fire; 3/day- bestow greater curse* (DC 33), limited wish (DC 32). Caster level 40th
*Spell Compendium
**Fiendish Codex II

Summon Devils (Sp): 3/day, Glasya can summon 1 pit fiend or 9 lesser devils. Erinyes and brachina summoned by Glasya possess maximum hit points per hit die.

Unholy Kiss: This attack can be made as a touch attack or a ranged touch attack with a range of 90 feet. Although the standard damage is nonlethal, Glasya can deal lethal damage if she so chooses. In this case the attack only deals one half of the indicated damage. (1d4 + 7 and 1d2 wisdom damage) Glasya may not use her kiss to perform a sneak attack.

Infernal Enchantress (Su): Glasya receives a +9 bonus on rank checks involving Enchantment spells or abilities. She receives a +9 profane bonus to the DC of her Enchantment spell-like abilities.

Regeneration (Ex): Good aligned silver weapons and spells deal Glasya normal damage.

Possessions: As Princess of Hell, Glasya has access to any magic item with a value less than 450,000 gold pieces. She typically wears a sash that provides her a +6 deflection bonus to AC and a +6 resistance bonus to saves, and a shift of silk that allows her to cast any of her spell-like abilities as a swift action.
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Re: Unique Entities of Alternate World

Postby Kain Darkwind » Tue Apr 01, 2008 8:50 pm

Lixer, Prince of Hell
Image

Medium Outsider (Cosmic, Devil, Evil, Lawful)
Hit Dice:
40d8 + 280 (600 hp)
Initiative: +13
Speed: 40 ft.
Armor Class: 46 (+13 Dex, +8 insight, +15 natural) touch 31, flat-footed 33
Base Attack/Grapple: +40/+51
Attack: +3 unholy rapier of ruin +56 melee (1d6 + 14 plus 2d6 unholy /15-20/x2)
Full Attack: +3 unholy rapier of ruin +56/+51/+46/+41 melee (1d6 + 14 plus 2d6 unholy /15-20/x2)
Space/Reach: 5 ft. /5 ft.
Special Attacks: Command undead, fell arcana, spell-like abilities, spells, summon devils, summon undead
Special Qualities: Damage reduction 30/epic good, and silver, regeneration 5, immunity to fire and poison, resistance to acid 20 and cold 20, see in darkness, spell resistance 42, telepathy 500 ft.
Saves: Fort +29, Ref +35, Will +36
Abilities: Str 33, Dex 37, Con 25, Int 40, Wis 27, Cha 33
Skills: Balance +38, Bluff +54, Climb +34, Concentration +50, Craft (alchemy) +53, Craft (poison) +38, Diplomacy +66, Disguise +34 (+38 acting), Escape Artist +36, Forgery +38, Gather Information +58, Heal +43, Hide +48, Intimidate +58, Jump +40, Knowledge (arcana) +58, Knowledge (local-Sharnth) +58, Knowledge (nobility and royalty) +50, Knowledge (religion) +58, Knowledge (the planes) +50, Listen +43, Move Silently +48, Perform (dance) +34, Perform (oratory) +34, Ride +23, Sense Motive +51, Spellcraft +62, Spot +43, Swim +34, Tumble +38, Use Magic Device +54
Feats: Combat Expertise, Combat Reflexes, Corpsecrafter, Dark Speech*, Empower Turning, Graft Flesh, Improved Combat Expertise, Improved Critical (rapier), Iron Will, Necromatic Might, Necromatic Presence, Weapon Finesse
Epic Feats: Epic Spellcasting, Epic Will
Climate/Terrain: Hell
Organization: Solitary (unique)
Challenge Rating: 30
Treasure: Quadruple Standard
Alignment: Lawful Evil

Command Undead (Su): Lixer commands and rebukes undead as a 40th level cleric. Lixer may command up to 360 HD of undead in this manner.

Fell Arcana (Su): Creatures damaged by Lixer’s spells or spell-like abilities receive a -4 penalty to their Strength scores. They must also make a Will save and Fortitude save (DC 41). Failure on the Will save causes the victim to become shaken; failure on the Fortitude save causes the victim to gain one negative level. Creatures slain by Lixer’s spells or spell-like abilities are automatically reanimated as skeletons or zombies within 1d4 rounds of perishing.

Spell-like Abilities: Always active – unholy aura; at will-alter self, animate dead, blasphemy (DC 28), create undead, create greater undead, desecrate, detect good, detect thoughts (DC 23), greater dispel magic, greater teleport, soul bind (DC 39), speak with the dead, summon undead V, unhallow, unholy blight[/i] (DC 25); 6/day- awaken undead, bestow greater curse (DC 29), destruction (DC 30), energy drain, modify memory (DC 25), polymorph, symbol of death (DC 38) Caster level 30th

Spells: Lixer casts spells as a dread necromancer. He can prepare Abjuration and Transmutation spells from the wizard spell list in his spell slots.
Spells per day: 6/10/10/10/9/9/9/9/8/7 (Caster level 30th, DC 25 + spell level, Caster level 35th and DC 34 + spell level for Necromancy spells)

Summon Devils (Sp): 3/day, Lixer can summon 1 pit fiend or 3 lesser devils.

Summon Undead (Sp): 3/day, Lixer can summon 3 angels of decay, 9 wheeps or 12 spectres.

Regeneration (Ex): Good aligned silver weapons and spells deal Lixer normal damage.

Possessions: Lixer wields a +3 rapier of ruin. The wounds dealt by this vile blade can not be healed via fast healing or magic, the victims must be allowed to naturally recover. As Prince of Hell, Lixer has access to any magic item with a value less than 450,000gp.
Does there have to be "official support?" Common sense says that Kain's right. -James Jacobs-
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Re: Unique Entities of Alternate World

Postby Kain Darkwind » Thu Apr 03, 2008 1:12 pm

Moloch
Image

Huge Outsider (Cosmic, Evil, Fallen, Lawful)
Hit Dice:
44d8 + 660 (1,012 hp)
Initiative: +12
Speed: 50 ft.
Armor Class: 50 (+8 Dex, +7 insight, +27 natural, -2 size), touch 23, flat-footed 35
Base Attack/Grapple: +44/+72
Attack: Oppression +58 melee (3d6 + 25 plus 1 Con /19-20/x3 and death (Fort DC 52))
Full Attack: Oppression +56/+56/+51/+46/+41 melee (3d6 + 25 plus 1 Con /19-20/x3 and death (Fort DC 52))
Space/Reach: 15 ft. /15 ft. (25 ft. w/ whip)
Special Attacks: Hatred, spell-like abilities, suffering, summon devils, summon fallen
Special Qualities: Damage reduction 30/good and silver, immunity to fire and poison, regeneration 15, resistance to acid 20 and cold 20, see in darkness, spell resistance 43, telepathy 500 ft.
Saves: Fort +38, Ref +33, Will +32
Abilities: Str 51, Dex 27, Con 38, Int 27, Wis 25, Cha 33
Skills: Bluff +58, Concentration +61, Diplomacy +34, Disguise +58 (+64 acting), Escape Artist +55 (+61 ropes), Gather Information +48, Handle Animal +51, Hide +47, Intimidate +64, Knowledge (nature) +48, Knowledge (religion) +55, Listen +54, Move Silently +35, Search +55, Spellcraft +35, Spot +54, Survival +54 (+60 tracking), Use Rope +55 (+61 bindings)
Feats: Combat Reflexes, Corrupt Spell-like Ability, Dark Speech, Exotic Weapon Proficiency (whip), Fly-by Attack, Improved Critical (whip), Improved Initiative, Point Blank Shot, Quicken Spell-like Ability, Rapid Shot, Violate Spell-like Ability, Weapon Focus (whip)
Epic Feats: Devastating Critical (whip), Epic Weapon Focus (whip), Overwhelming Critical (whip)
Climate/Terrain: The Nine Hells
Organization: Solitary (unique)
Challenge Rating: 31
Treasure: Quadruple Standard
Alignment: Lawful Evil

Hatred (Ex): Those who meet Moloch's gaze must make a Will save (DC 33) or become enraged. They immediately lash out at the nearest living creature and attempt to destroy it. (This may be Moloch.) The effect lasts 6 rounds, and is a mind affecting gaze attack.

Spell-like Abilities: Always active- detect good, see invisibility; at will- blasphemy (DC 28), chain lightning (DC 27), entangle (DC 22), fireball (DC 24), greater dispel magic, greater teleport, magic circle against good, unhallow, wave of exhaustion; 3/day- bestow greater curse* (DC 29), finger of death (DC 28), unholy aura (DC 29), unholy blight (DC 25), wall of evil* (DC 25), wall of fire; 1/day – limited wish (DC 28). Caster level 33rd
*Spell Compendium

Suffering (Ex): Those struck by Moloch's whip must make a Fortitude save (DC 36) or fall to the ground and writhe in pain, helpless for 1d6 rounds. Once recovering from the effect, they suffer a -4 penalty to attacks, saves and checks for 1d6 minutes.

Regeneration (Ex): Moloch takes normal damage from epic good aligned weapons, and from good aligned spells or effects.

Summon Devils (Sp): 2/day, Moloch may summon 1 pit fiend, 3 gelugons or cornugons, or 6 of any lesser devils.

Summon Fallen (Sp): 3/day, Moloch may summon 3 planetars or 6 lesser fallen aasimon.

Possessions: Moloch wields a massive bullwhip named Oppression. This functions as a +4 unholy whip of wounding that deals normal damage. It does not suffer the normal penalties when used against foes with natural or regular armor.
Does there have to be "official support?" Common sense says that Kain's right. -James Jacobs-
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Re: Unique Entities of Alternate World

Postby Kain Darkwind » Thu Apr 03, 2008 1:21 pm

Eblis
Image

Size/Type: Huge Outsider (Cosmic, Evil, Fallen, Lawful)
Hit Dice: 65d8 + 1,040 (1,560 hp)
Initiative: +12
Speed: 90 ft., fly 300 ft. (good)
Armor Class: 75 (+17 deflection, +12 Dex, +13 insight, +25 natural, -2 size), touch 50, flat-footed 50
Base Attack/Grapple: +65/+93
Attack: Grand vorpal scimitar +90 melee (3d8 + 37 plus 3d6 fire /15-20/x2 plus 6d6 fire) or longbow +83 ranged (3d6 + 27 and death (DC 42) /x3) or slam +83 melee (4d8 + 20)
Full Attack: Grand vorpal scimitar +90/+85/+780/+75 melee (3d8 + 37 plus 3d6 fire /15-20/x2 plus 6d6 fire) and 2 wings +78 melee (3d8 + 10) or longbow +81/+81/+76/+71/+66 ranged (3d6 + 27 and death (DC 42) /x3) or 2 slams +83 melee (4d8 + 20) and 2 wings
Space/Reach: 15 ft./15 ft.
Special Attacks: Bow of death, dispelling gaze, flaming body, spell-like abilities, spells, smite humanoids, summon fallen, summon fire creatures
Special Qualities: Aura of profanity, corrupted flames, damage reduction 40/epic, adamantine and good, darkvision, low-light vision, immunity to acid, fire and poison, regeneration 15, resistance to cold 30 and electricity 30, spell resistance 57
Saves: Fort +48, Ref +44, Will +45
Abilities: Str 51, Dex 34, Con 43, Int 35, Wis 36, Cha 45
Skills: Balance +84, Concentration +84, Craft (armor) +80, Craft (blacksmithing) +80, Craft (weapons) +80, Diplomacy +59, Escape Artist +46, Handle Animal +51, Heal +47, Intimidate +85, Knowledge (arcana) +63, Knowledge (history) +80, Knowledge (nature) +46, Knowledge (the planes) +63, Knowledge (religion) +63, Listen +81, Move Silently +80, Search +80, Sense Motive +81, Spellcraft +69, Spot +81, Survival +81 (+85 above ground, +87 on other planes, +89 following tracks), Truespeech +80, Tumble +54, Use Rope +12 (+16 bindings)
Feats: Cleave, Combat Reflexes, Dark Speech, Dodge, Far Shot, Fiery Spell, Great Cleave, Improved Critical (scimitar), Improved Initiative, Improved Sunder, Mobility, Point Blank Shot, Power Attack, Rapid Shot, Searing Spell, Spring Attack, Track, Weapon Focus (longbow), Whirlwind Attack
Epic Feats: Combat Archery, Distant Shot, Great Smiting, Swarm of Arrows
Environment: The Reality of Fire
Organization: Solitary (unique)
Challenge Rating: 45
Treasure: Quadruple standard
Alignment: Lawful Evil

“Ye who have created me from fire would have me bow to a creature of dust?”

Bow of Death (Su): Eblis may infuse any arrow fired from his bow into a powerful arrow of slaying, with a DC of 42 to resist death. (Upon falling, Eblis is no longer capable of adding his Charisma modifier to the DC)

When any creature of the fallen subtype draws the bow, he finds that its Str bonus matches his own. When a creature not of the fallen type draws it, he finds that it has a Str bonus of +15. For every point which the Str bonus of the bow exceeds the wielder's, the wielder takes a -1 penalty to all attack and damage rolls with the bow.

Dispelling Gaze (Su): Eblis may dispel magic with his gaze, at a range of 90 feet. This functions as the targeted version of dispel magic, but is a free action for him to use. Eblis has a +65 bonus on his dispel check. Eblis may target nine creatures per round with this ability.

Flaming Body (Ex): Those within 20 feet of Eblis take 4d6 points of fire damage per round. If Eblis is struck by a critical hit, the flames flare out, dealing 20d6 points of damage in a 100 foot radius.

Spell-Like Abilities: Always active -deathward, detect good, detect magic, detect snares and pits, discern lies, mind blank, read and comprehend language, see invisibility, tongues, true seeing; at will— aid, animate objects, commune, continual flame, dimensional anchor, fire storm (DC 34), fireball (DC 30), greater dispel magic, greater teleport, imprisonment (DC 36), incendiary cloud (DC 35), invisibility, lesser restoration, polymorph, remove curse, remove disease, remove fear, resist energy, summon monster VII, speak with dead, unholy blight (DC 31), waves of fatigue; 3/day—blade barrier (DC 33), earthquake (DC 35), heal, mass charm monster (DC 35), meteor swarm (DC 36), permanency, resurrection, waves of exhaustion; 1/day—gate, greater restoration, power word blind, power word kill, power word stun, prismatic spray, wish (DC 36). Caster level 48th

Spells: Eblis casts spells as a cleric with the Evil, Fire, Law, Pride and War domains.
Spells per day: 6/10/9/9/9/9/7/7/7/7 (Caster level 48th, DC 23 + spell level)

Smite Humanoids: 14/day Eblis can smite humanoids (including monstrous humanoids and creatures with the augmented humanoid subtype), gaining a +17 bonus to attack and dealing 130 additional points of damage.

Summon Fallen (Sp): 3/day Eblis can summon 1d6 Sundered Suns, 4d6 fallen planetars or 4d10 fallen devas of any type.

Summon Fire Creatures (Sp): 3/day Eblis can summon 2d6 fire elemental monoliths, 2d6 salamands, 3d6 efreeti or 3d6 fire giants. 1/week he can summon a primal fire elemental.

Aura of Profanity (Su): Eblis can extend this protective aura out to a 90 foot radius, or withdraw it to a range of personal. It functions as both a protection from good and globe of invulnerability, but grants a +9 profane bonus to AC and a +9 profane bonus to saves against attacks made by good creatures.
Should the aura remain in a particular location for a minute or more, that area is unhallowed (caster level 65th) with an attached spell of fire storm affecting all humanoids who enter.

Corrupted Flames (Su): Half of all fire damage dealt by Eblis, including from weapons and magic items he wields, is infused with his evil essence and not subject to resistance or immunity. If combined with Searing Spell, the effect deals 75% damage to a creature immune to fire. Eblis does not take corrupt damage from his own spells, so he may use them on himself with impunity.

Cosmic Entity: Eblis has a +7 bonus on rank checks.

Regeneration (Ex): Eblis takes normal damage from epic good-aligned weapons, and from spells or effects with the good descriptor.

Possessions: Eblis wields a +7 grand vorpal scimitar of flaming blast. His bow is a +7 mighty composite longbow of humanoid dread. Unlike lesser dread enchantments, this one functions against all humanoids, including monstrous humanoids and those with the augmented humanoid subtype.
Does there have to be "official support?" Common sense says that Kain's right. -James Jacobs-
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Re: Unique Entities of Alternate World

Postby Kain Darkwind » Thu Apr 03, 2008 1:23 pm

Sundered Sun
Image

(25th level solar blackguard)

Large Outsider (Evil, Fallen)
Hit Dice:
25d10 + 300 (550 hp)
Initiative: +13
Speed: 50 ft., fly 150 ft. (good)
Armor Class: 39 (+8 Dex, +21 natural, -1 size), touch 18, flat-footed 30
Base Attack/Grapple: +25/+43
Attack: Greatsword +43 melee (3d6 + 26 /19-20/x2) or bow of death +37 ranged (2d6 + 19 /×3) or slam +38 melee (2d8 + 14)
Full Attack: Greatsword +43/+38/+33/+28 melee (3d6 + 26 /19-20/x2) and 2 wings +33 melee (1d10 + 7) or bow of death +38/+33/+28/+23 ranged (2d6 + 19 /×3) or 2 slams +38 melee (2d8 + 14) and 2 wings +33 melee (1d10 + 6)
Space/Reach: 10 ft./10 ft.
Special Attacks: Bow of death, command undead, dispelling gaze, lay on hands, smite good, sneak attack +9d6, spell-like abilities, spells
Special Qualities: Aura of despair, aura of unholiness, damage reduction 15/epic and good, dark blessing, darkvision 90 ft., fiendish companion, low-light vision, immunity to acid, fire and poison, regeneration 15, resistance to cold 20 and electricity 20, spell resistance 40, undead companion
Saves: Fort +38, Ref +34, Will +36
Abilities: Str 39, Dex 26, Con 34, Int 27, Wis 30, Cha 32
Skills: Bluff +36, Concentration +37, Craft (blacksmithing) +33, Craft (weapons) +33, Diplomacy +30, Escape Artist +30 (+35 ropes), Hide +29, Intimidate +43, Knowledge (arcana) +33, Knowledge (the planes) +33, Knowledge (religion) +33, Listen +35, Move Silently +33, Search +33, Sense Motive +35, Spellcraft +37, Spot +35, Survival +30 (+39 following tracks), Use Magic Device +31, Use Rope +30 (+34 with bindings)
Feats: Cleave, Dodge, Great Cleave, Improved Initiative, Improved Sunder, Mobility, Power Attack, Track
Epic Feats: Great Smiting, Improved Aura of Despair, Lingering Damage, Planar Turning, Spectral Strike, Widen Aura of Despair
Environment: The Elemental Reality of Fire
Organization: Solitary or pair or group (3-6)
Challenge Rating: 26
Treasure: Double Standard
Alignment: Lawful Evil

A fallen solar’s natural weapons, as well as any weapons it wields, are treated as evil-aligned and epic for the purpose of overcoming damage reduction.

Bow of Death (Su): A Sundered Sun may infuse any arrow fired from its bow into a powerful arrow of slaying, with a DC of 30 to resist death.
The bow is uniquely enchanted. When any creature of the fallen subtype draws it, they find that its Str bonus matches their own. When a creature not of the fallen subtype draws it, they find that it has a Str bonus of +12. For every point which the Str bonus of the bow exceeds the wielder's, the wielder takes a -1 penalty to all attack and damage rolls with the bow.

Command Undead (Su): A Sundered Sun rebukes and commands undead as a 23rd level cleric. He gains a +4 bonus on rebuke checks. He can rebuke undead up to 14 times per day.
A Sundered Sun can make turning attempts against good outsiders and rebuke attempts against evil outsiders. Outsiders have turn resistance equal to one-half their spell resistance.

Dispelling Gaze (Su): A Sundered Sun may dispel magic with its gaze, at a range of 70 feet. This functions as the targeted version of dispel magic, but is a free action for the fallen solar to use. The Sundered Sun has no maximum bonus on its dispel check; the caster level for this ability is equal to its HD. The fallen solar may target one creature per round with this ability.

Lay on Hands (Su): A Sundered Sun may heal himself or his fiendish companion up to 275 hit points per day.

Smite Good (Su): 9/day, a Sundered Sun may smite good, with a +11 bonus to attack and dealing an additional 50 points of damage.

Spell-Like Abilities: Always active -deathward, detect good, detect magic, detect snares and pits, discern lies, mind blank, read and comprehend language, see invisibility, tongues, true seeing; at will— aid, animate objects, commune, continual flame, dimensional anchor, greater dispel magic, greater teleport, imprisonment (DC 27), invisibility, lesser restoration, polymorph, remove curse, remove disease, remove fear, resist energy, summon monster VII, speak with dead, unholy blight (DC 23), waves of fatigue; 3/day—blade barrier (DC 24), earthquake (DC 26), heal, mass charm monster (DC 26), permanency, resurrection, waves of exhaustion; 1/day—gate, greater restoration, power word blind, power word kill, power word stun, prismatic spray, wish (DC 27). Caster level 22nd

Spells: Sundered Suns cast spells as clerics with the Destruction, Evil, Fire, and War domains and blackguards.
Cleric spells per day: Spells per day: 6/9/9/8/8/8/7/6/6/6 (Caster level 20th, DC 20 + spell level)
Blackguard spells per day: 5/5/4/3 (Caster level 25th, DC 20 + spell level)

Aura of Despair (Su): All foes within 100 feet of the Sundered Sun take a -4 penalty on saving throws.

Aura of Unholiness (Su): This power is similar to the protective aura of lesser angels, but much more powerful. To begin with, a Sundered Sun can extend this protective aura out to a 70 foot radius, or withdraw it to a range of personal. It functions as both a protection from good and globe of invulnerability, but grants a +7 profane bonus to AC and a +7 profane bonus to saves against attacks made by good creatures.

Fiendish Servant: Sundered Suns are served by half-fiend nightmares with the benefits of a fiendish servant.

Regeneration (Ex): A fallen solar takes normal damage from epic good-aligned weapons, and from spells or effects with the good descriptor.

Undead Companion: Sundered Suns are served by lavawights.

Possessions: The Sundered Suns wield +5 adamantine vorpal greatswords and +5 composite longbows of distance.
Does there have to be "official support?" Common sense says that Kain's right. -James Jacobs-
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Re: Unique Entities of Alternate World

Postby Kain Darkwind » Thu Apr 03, 2008 1:27 pm

Semyaza
Image

Large Outsider (Cosmic, Evil, Fallen)
Hit Dice:
40d8 + 560 (880 hp)
Initiative: +12
Speed: 80 ft., fly 180 ft. (perfect)
Armor Class: 66 (+15 deflection, +12 Dex, +9 insight, +21 natural, -1 size), touch 45, flat-footed 45
Base Attack/Grapple: +40/+58
Attack: Alluring Harp (10d6 sonic and deafness (DC 40)) or lust ray +51 ranged touch (2d6 Wisdom and lust)
Full Attack: Alluring Harp (20d6 sonic and deafness (DC 40)) or 2 lust rays +51 ranged touch (2d6 Wisdom and lust)
Space/Reach: 10 ft./10 ft.
Special Attacks: Bardic music, gaze, lust ray, spell-like abilities, spells
Special Qualities: Bardic knowledge (+53), damage reduction 30/epic, cold iron and good, darkvision, fast healing 20, immunity to fire and poison, protective aura, resistance to acid 30 and electricity 30, spell resistance 46
Saves: Fort +36, Ref +34, Will +37
Abilities: Str 39, Dex 34, Con 38, Int 32, Wis 28, Cha 40
Skills: Appraise +54 (+58 art), Balance +41, Bluff +60, Concentration +35, Craft (art) +36, Diplomacy +70, Disguise +36 (+40 acting), Escape Artist +37 (+41 ropes), Hide +29, Intimidate +64, Jump +34, Knowledge (arcana) +32, Knowledge (history) +32, Knowledge (nobility and royalty) +54, Knowledge (the planes) +32, Knowledge (religion) +36, Listen +32, Move Silently +55, Perform (dance) +58, Perform (harp) +58, Perform (sing) +58, Sense Motive +34, Spellcraft +56, Spot +32, Tumble +37, Use Rope +37 (+41 with bindings)
Feats: Ability Focus (lust ray), Combat Reflexes, Fly-by Attack, Force of Personality, Greater Spell Focus (enchantment), Heighten Spell, Persuasive, Spell Focus (enchantment)
Epic Feats: Deafening Song, Epic Inspiration, Epic Spell Focus (enchantment), Group Inspiration, Hindering Song, Lasting Inspiration, Music of the Gods, Rapid Inspiration, Reactive Countersong
Environment: Avernus (The Nine Hells)
Organization: Solitary (unique)
Challenge Rating: 32
Treasure: Triple Standard
Alignment: Lawful Evil

Bardic Music: Semyaza may use countersong , fascinate, inspire courage, inspire competence, suggestion (mass), inspire greatness, song of freedom and inspire heroics with his bardic music. He may use bardic music 30/day.

Gaze (Su): Domination, range 120 ft., Will DC 45 negates

Lust Ray (Su): Semyaza can fire a ruby ray of light with a range of 300 feet. The ray deals 2d6 Wisdom damage with a successful hit, and implants a suggestion (Will DC 47 negates) to rape the nearest creature within one size category of the victim.

Spell-Like Abilities: Always active -detect law, detect magic, magic circle against good, tongues, true seeing; at will— chain lightning (DC 31), mass charm monster (DC 36), cure serious wounds (DC 28), dancing lights, detect thoughts (DC 28), greater dispel magic, divine favor, hold monster (DC 37), greater invisibility, persistent image (DC 30), polymorph any object (DC 33), greater prying eyes, greater scrying, greater teleport, telekinesis (DC 30); 3/day—heal, meteor swarm (DC 34), power word stun, sympathy (DC 36), time stop. Caster level 32nd

Spells: Semyaza casts spells as a bard.
Bard spells per day: 8/8/8/7/7/7/4/3/3 (Caster level 30th, DC 25 + spell level, enchantment DC 28 + spell level)
Bard spells known: 0 – daze*, flare, lullaby*, message, prestidigitation, summon instrument; 1st - alarm, animate rope, detect secret doors, grease, ventriloquism; 2nd – blur, eagle's splendor, locate object, misdirection, shatter; 3rd - blink, crushing despair*, displacement, glibness, sculpt sound; 4th – freedom of movement, modify memory*, rainbow pattern, secure shelter, zone of silence; 5th – dream*, greater heroism*, mind fog*, nightmare*, song of discord*; 6th – animate objects, heroes' feast, irresistible dance*, project image

Protective Aura (Su): As a full round action, Semyaza can raise a protective barrier around his person similar to prismatic sphere. Semyaza may not raise the barrier on the same round that he deactivates it. If the barrier is brought down via the appropriate spells, Semyaza cannot raise it again for 1d4 minutes.

Possessions: Semyaza wields the Alluring Harp. As a standard action, he may play a single note, which affects all creatures within 100 feet, dealing them 10d6 sonic damage and deafening them to all but the archdevil. (Fort DC 40 negates deafness) As a full round action, he can play a measure, dealing 20d6 sonic damage and deafness.
Does there have to be "official support?" Common sense says that Kain's right. -James Jacobs-
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Re: Unique Entities of Alternate World

Postby Kain Darkwind » Thu Apr 03, 2008 1:31 pm

Nergal
Image

Large Outsider (Cosmic, Devil, Evil, Lawful)
Hit Dice:
41d8 + 533 (861 hp)
Initiative: +11
Speed: 50 ft.
Armor Class: 61 (+12 deflection, +7 Dex, +7 insight, +25 natural) touch 36, flat-footed 47
Base Attack/Grapple: +41/+61
Attack: Bite +56 melee (4d6 + 16) or tentacle +54 melee (2d10 + 8) or rock +52 ranged (2d6 + 16)
Full Attack: Bite +56 melee (4d6 + 16 and disease) and 2 claws +54 melee (2d8 + 8) and 10 tentacles +54 melee (2d10 + 8)
Space/Reach: 10 ft. /10 ft. (20 ft. with tentacles)
Special Attacks: Barbed body, constrict, disease, improved grab, poison, spell-like abilities
Special Qualities: Damage reduction 30/epic good, and silver, regeneration 10, immunity to fire and poison, resistance to acid 20 and cold 20, see in darkness, spell resistance 44, telepathy 500 ft.
Saves: Fort +35, Ref +29, Will +29
Abilities: Str 42, Dex 25, Con 36, Int 32, Wis 25, Cha 34
Skills: Appraise +55, Bluff +56, Concentration +57, Diplomacy +40, Disguise +56 (+60 acting), Escape Artist +51, Forgery +50, Hide +47, Intimidate +60, Knowledge (arcana) +55, Knowledge (history) +50, Knowledge (the planes) +50, Knowledge (religion) +50, Listen +51, Move Silently +51, Search +34, Sense Motive +51, Spellcraft +72, Spot +51, Survival +29 (+33 other planes, +31 tracking), Use Magic Device +56
Feats: Brutal Throw, Cleave, Combat Reflexes, Dark Speech, Great Cleave, Improved Initiative, Maximize Spell-like Ability, Multiattack, Power Attack, Power Throw, Skill Focus (Spellcraft), Throw Anything, Violate Spell-like Ability
Epic Feats: Epic Skill Focus (Spellcraft)
Climate/Terrain: Avernus (The Nine Hells)
Organization: Solitary (unique)
Challenge Rating: 32
Treasure: Quadruple Standard
Alignment: Lawful Evil

Barbed Body (Ex): Any creature striking Nergal with hand held weapons or natural weapons takes 2d6 + 13 points of piercing and slashing damage from the archdevil’s barbs. Note that weapons with exceptional reach, such as longspears, do not endanger their users in this way. If Nergal is grappling a foe (not with his tentacles), the barbs deal double damage every round.

Constrict (Ex): Nergal deals 2d10 + 16 points of damage with a successful grapple check.

Disease (Su): Devil chills and greater warp touch, Fortitude DC 43, incubation 1 day.

Improved Grab (Ex): Nergal must strike a Medium or smaller sized foe with a tentacle attack to use this ability. With a successful grapple check he automatically deals constrict damage each round.

Poison (Ex): Contact, Fortitude DC 43, damage 1d2 Constitution. Unlike lesser devils’ poison, the Bringer of Pestilence’s poison is continuous. Until treated with magic or a DC 53 Heal check, the poison continues to deal its ability damage every minute. Any creature striking Nergal with a natural weapon, grappling with him or struck by one of his natural attacks must save against the poison. Those who succeed on the initial save are immune to Nergal’s poison for 24 hours.

Spell-like Abilities: Always active – arcane sight, see invisibility, true seeing; at will – baleful polymorph (DC 27), blasphemy (DC 29), continual flame, deeper darkness, delayed blast fireball (DC 29), dimensional anchor, greater dispel magic, greater teleport, hellfire storm*, produce flame, pyrotechnics, regenerate, scry, shapechange, silence, wall of fire 3/day – destruction (DC 29), mindrape* (DC 31); 1/day – contingency Caster level 30th.

Cosmic Entity: Nergal has a +4 bonus on rank checks dealing with disease.

Regeneration (Ex): Nergal takes normal damage from good aligned silver weapons, and from good aligned spells or effects.
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Re: Unique Entities of Alternate World

Postby Kain Darkwind » Thu Apr 03, 2008 1:41 pm

Armaros, Archmage of Hell


If there is one being whose arcane might matches that of mighty Mephistopheles or ancient Asmodeus, it is the banished archdevil Armaros. When Asmodeus led his rebellion against Lucifer, Armaros was foremost among his generals. But, when Asmodeus held the Serpent's Throne, he turned on those who aided him. Behirit was destroyed, Astaroth was banished and Armaros exiled to Avernus. Precisely as the Infernal Archmagus truly desired...solitude, where he can master magic without having to concern himself with the petty court politics of Hell. The other Lords of the Nine are forbidden upon pain of exile to speak with Armaros. Should they violate this decree, Armaros will assume their position in Hell and their entire court will be slain to the last lemure. Asmodeus well knows that such a power as Armaros, if united with the political clout and allies that a Lordship would bring, could threaten even his seemingly unassailable position in Malsheem. And so Armaros remains an ally to none save Asmodeus himself.


Image

Large Outsider (Cosmic, Devil, Evil, Lawful)
Hit Dice:
42d8 + 462 (798 hp)
Initiative: +8
Speed: 50 ft., fly 100 ft. (average)
Armor Class: 69 (+14 armor, +11 deflection, +8 Dex, +12 insight, +15 natural, -1 size), touch 40, flat-footed 49
Base Attack/Grapple: +42/+57
Attack: Staff +60 melee (1d8 + 23)
Full Attack: Staff + melee (1d8 + 23)
Space/Reach: 10 ft. /10 ft.
Special Attacks: Fear aura, spell-like abilities, spells
Special Qualities: Damage reduction 30/epic, good and silver, immunity to fire and poison, infernal spellcasting, item master, regeneration 20, resistance to acid 30 and electricity 30, see in darkness, spell resistance 50, telepathy 500 ft.
Saves: Fort +34, Ref +31, Will +35
Abilities: Str 32, Dex 26, Con 33, Int 48, Wis 35, Cha 33
Skills: Appraise +61 (+67 alchemy, +67 armor, +67 wood), Bluff +56, Concentration +55, Craft (alchemy) +64, Craft (armorsmithing) +64, Craft (woodworking) +64, Decipher Script +60, Diplomacy +53, Disable Device +40, Forgery +60, Gather Information +61, Hide +35, Intimidate +61, Knowledge (arcana) +64, Knowledge (history) +64, Knowledge (local) +64, Knowledge (nature) +62, Knowledge (nobility and royalty) +64, Knowledge (the planes) +63, Knowledge (religion) +63, Listen +55, Move Silently +50, Profession (scribe) +45, Search +40, Sense Motive +57, Spellcraft +80, Spot +55, Survival +25 (+29 above ground, +29 on other planes, +27 tracking), Truespeech +64, Use Magic Device +55
Feats: Corrupt Spell, Empower Spell, Energy Admixture (all), Enlarge Spell, Extend Spell, Fortify Spell, Heighten Spell, Improved Counterspell, Improved Heighten Spell, Maximize Spell, Quicken Spell, Persistent Spell, Silent Spell, Still Spell, Twin Spell, Violate Spell, Widen Spell
Epic Feats: Automatic Quicken Spell (x3), Epic Skill Focus (Spellcraft), Epic Spellcasting, Improved Metamagic (x3) Intensify Spell, Multispell (x3), Staff Master
Climate/Terrain: Avernus (The Nine Hells)
Organization: Solitary (unique)
Challenge Rating: 38
Treasure: Quadruple Standard
Alignment: Lawful Evil

Fear Aura (Su): Armaros can radiate a 20-foot-radius fear aura as a free action. A creature in the area must succeed on a Will save (DC 41) or be affected as though by a fear spell (caster level 41th). A creature that successfully saves cannot be affected again by Armaros’s aura for 24 hours. He may choose to make his allies immune to the aura.

Spell-Like Abilities: Always active- comprehend languages, duelward*, detect lies, greater arcane sight, read magic, see invisibility, tongues, true seeing; At will – bestow curse (DC 25), blink, burning hands (DC 22), charm monster (DC 25), continual flame, dancing lights, deeper darkness, delayed blast fireball (DC 28), detect thoughts, disintegrate (DC 27), faerie fire, feeblemind (DC 26), fire shield, flesh to stone (DC 27), geas/quest (DC 27), greater dispel magic, greater magic weapon, greater teleport, heal, hold monster (DC 26), ice storm, identify, inflict critical wounds (DC 25), light, limited wish (DC 28, others’ only), locate object, passwall, permanency, produce flame, pyrotechnics, repulsion (DC 27), restoration, resurrection, reverse gravity (DC 28), stone to flesh, unseen servant, wall of fire, wall of force, wall of ice, water breathing; 3/day- blasphemy (DC 28), cone of cold (DC 26), dictum (DC 27), finger of death (DC 28), meteor swarm (DC 30); 1/day - symbol of death (DC 29), symbol of fear (DC 27), symbol of pain (DC 26), symbol of sleep (DC 26), symbol of stunning (DC 28), symbol of weakness (DC 28); 1/month – prismatic sphere Caster level 42nd
*Spell Compendium

Spells: Armaros casts spells as a wizard and sorcerer.
Wizard spells per day: 9/9/8/8/8/8/7/7/4/4/3/3/3/3/2/2/2/2 (Caster level 46th, DC 29 + spell level)
Sorcerer spells per day: 9/9/9/8/8/8/8/7/7/2/2 (Caster level 46th, DC 21 + spell level)
In addition to his spells known, Armaros can cast any of his spell-like abilities as sorcerer spells.

Sorcerer spells known**: 0 – amanuensis, caltrops, electric jolt, launch item, no light*, repair minor damage, slash tongue*, sonic snap, unnerving gaze*; 1st – backbiter, distract assailant, resist planar alignment, seething eyebane*, spirit worm; 2nd – baleful transposition, earthbind, infernal wound, ray of stupidity, wraithstrike; 3rd – blacklight, chain missile, love’s pain*, unluck; 4th – backlash, burning blood, know vulnerabilities, sensory deprivation; 5th – forbidden speech*, indomitability, reciprocal gyre, spiritwall; 6th –freezing fog, greater anticipate teleportation, probe thoughts; 7th –antimagic ray, glass strike, rapture of rupture*; 8th –evil weather*, plague of nightmares*, wrathful castigation; 9th -apocalypse from the sky*, greater spell matrix*, reaving dispel
*From BoVD
**All Armaros’ spells are from the Spell Compendium unless otherwise noted.

Infernal Spellcasting (Ex): Armaros ignores any cap on spells and spell-like abilities. He is limited only by his caster level.

Item Master: Armaros can craft any magic or epic item as if he possessed the proper feats. He must still fulfill all other requirements for the item.

Regeneration (Ex): Armaros takes normal damage from good aligned silver weapons, and from good aligned spells or effects.

Possessions: Armaros owns a wide variety of various magical weapons, armor and items, but makes little use of any in actual combat. He usually wields a +7 collision staff of power and cosmos and wears bracers of armor +14. He also has most magical items keyed to appear on his signal (a swift action), so he has immediate access to them when he needs.

Sources: Armaros is drawn from the exiled devil of the same name in Dragon #91.
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Re: Unique Entities of Alternate World

Postby Kain Darkwind » Thu Apr 03, 2008 2:27 pm

Gargauth, Lord of the Tenth Hell
Image

Divine Rank: 5
Domains: Charm, Evil, Law, Trickery
Large Outsider (Devil, Divine, Evil, Lawful)
Hit Dice:
48d8 + 528 (912 hp)
Initiative: +17
Speed: 80 ft., fly 160 ft. (good)
Armor Class: 78 (+14 deflection, +9 Dex, +5 divine, +14 insight, +27 natural, -1 size), touch 51, flat-footed 55
Base Attack/Grapple: +48/+69
Attack: Corruptor +70 melee (1d6 + 18 plus 2 Wis /17-20/x2) or claw +64 melee (2d8 + 12)
Full Attack: Corruptor +70/+65/+60/+55 melee (1d6 + 18 plus 2 Wis /17-20/x2) and claw +62 melee (2d8 + 6) and gore +62 melee (3d6 + 6 plus disease)
Space/Reach: 10 ft. /10 ft.
Special Attacks: Call devils, cloaked casting, disease, fool, spell-like abilities, spells
Special Qualities: Damage reduction 30/epic good and silver, immunity to acid, fire, electricity and poison, regeneration 15, resistance to cold 30, see in darkness, spell resistance 52, telepathy 1000 ft., trapfinding
Saves: Fort +42, Ref +40, Will +45
Abilities: Str 34, Dex 29, Con 33, Int 39, Wis 38, Cha 39
Skills: Appraise +70, Bluff +97, Concentration +67, Diplomacy +82, Disguise +70 (+76 acting), Escape Artist +61, Forgery +70, Gather Information +70, Hide +61, Intimidate +78, Knowledge (arcana) +70, Knowledge (history) +60, Knowledge (the planes) +70, Knowledge (religion) +60, Listen +70, Move Silently +65, Perform (oratory) +55, Search +45, Sense Motive +70, Sleight of Hand +71, Spellcraft +76, Spot +70, Survival +19 (+23 on other planes, +23 tracking), Use Magic Device +70, Use Rope +14 (+20 bindings)
Feats: Combat Expertise, Combat Reflexes, Dark Speech, Improved Combat Expertise, Improved Counterspell, Improved Critical (dagger), Improved Feint, Improved Initiative, Multiattack, Persuasive, Power Attack, Quick Draw, Silent Spell, Still Spell, Widen Spell
Epic Feats: Epic Skill Focus (Bluff), Multispell (x3), Superior Initiative
Salient Divine Abilities: Automatic Metamagic (Quicken), Call Creatures (devils), Divine Glibness, Divine Skill Focus (Bluff), Divine Spellcasting, Instant Counterspell
Climate/Terrain: Toril
Organization: Solitary (unique)
Challenge Rating: 40
Treasure: Quadruple Standard
Alignment: Lawful Evil

Call Devils (Dv): Gargauth can call up to 5 devils at a time with 29 Hit Dice or less. He typically calls pit fiends, paeliyons and falxugons.

Cloaked Casting (Ex): Gargauth automatically overcomes the spell resistance of flat footed opponents. His spells have a +6 bonus to save DC against flat footed opponents. He may use the feint option as a free action to deny targets their Dexterity bonus for the purposes of his next spell or melee attack.

Disease (Su): Devil chills, incubation 1 day, Fortitude DC 50

Fool (Dv): As a full round action, Gargauth can convince up to 15 creatures within 50 feet of each other to follow some course of action similar to mass suggestion. A Will save (DC 63) negates the effect.

Spell-like Abilities: Always active- detect good, true seeing; at will- bestow greater curse (DC 37), blasphemy (DC 36), calm emotions (DC 31), confusion (DC 33), create undead, desecrate, dictum (DC 36), disguise self, dispel chaos (DC 34), dispel good (DC 34), false vision, greater dispel magic, greater invisibility, greater teleport, hold monster (DC 35), magic circle against chaos, magic circle against good, mislead (DC 35), nondetection, order’s wrath (DC 33), polymorph any object (DC 37), protection from chaos, protection from good, screen (DC 36), shield of law (DC 37), summon monster IX (evil and law only), time stop, unhallow, unholy aura (DC 37), unholy blight (DC 33); 9/day – limited wish, resurrection; 1/day – wish Caster level 53rd

Spells: Garguath casts spells as a beguiler with access to all Illusion, Enchantment, and Transmutation spells in addition to the standard beguiler list.
Spells per day: 6/10/9/9/9/9/8/8/7/3/2/2/2/2 DC 29 + spell level

Regeneration: Gargauth takes normal damage from good aligned silver weapons and good aligned spells.

Possessions: Corrupter is a +6 silver dagger that deals 2 Wisdom damage on a successful hit. Flat-footed creatures struck by the dagger must make a Will save (DC 36) or not realize they have been attacked.
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Re: Unique Entities of Alternate World

Postby Kain Darkwind » Thu Apr 03, 2008 10:00 pm

Abigor
Image

Large Outsider (Devil, Evil, Lawful)
Hit Dice:
35d8 + 350 (630 hp plus 20 temporary)
Initiative: +7
Speed: 40 ft.
Armor Class: 52 (+9 armor, +1 Dex, +10 insight, +20 natural, +3 shield, -1 size), touch 40, flat-footed 51
Base Attack/Grapple: +35/+55
Attack: Infernal Honor +55 melee (2d6 + 21 plus 2 Con /19-20/x3) or unholy avenger +55 melee (2d6 + 21 and 1d6 unholy /17-20/x2)
Full Attack: Unholy avenger +51/+46/+41/+36 melee (2d6 + 21 and 1d6 unholy /17-20/x2) and Fist of Hell +51/+46/+41 melee (3d6 + 13)
Space/Reach: 10 ft. /10 ft. (20 ft. w/ lance)
Special Attacks: Spell-like abilities, summon devils, unstoppable charge
Special Qualities: Damage reduction 30/epic, good and silver, diabolic cohesion, immunity to fire and poison, mounted mastery, regeneration 10, resistance to acid 20 and cold 20, see in darkness, spell resistance 40, telepathy 500 ft.
Saves: Fort +33, Ref +30, Will +33
Abilities: Str 42, Dex 25, Con 30, Int 28, Wis 31, Cha 29
Skills: Bluff +51, Concentration +52, Climb +52, Diplomacy +54, Disguise +13 (+17 acting), Gather Information +51, Hide +38, Intimidate +55, Jump +56, Knowledge (history) +44, Knowledge (nobility) +44, Listen +52, Move Silently +43, Ride +69, Search +51, Sense Motive +52, Spellcraft +29, Spot +52, Survival +44 (+48 tracking), Use Magic Device +29
Feats: Calvary Charger*, Cleave, Dark Speech, Great Cleave, Greater Two Weapon Fighting, Improved Critical (heavy lance), Improved Critical (longsword), Improved Shield Bash, Improved Two Weapon Fighting, Mounted Combat, Ride-by Attack* Power Attack, Trample*, Two Weapon Fighting
Epic Feats: Penetrate Damage Reduction (adamantine)
Climate/Terrain: Avernus (The Nine Hells)
Organization: Solitary (unique)
Challenge Rating: 28
Treasure: Triple Standard
Alignment: Lawful Evil

Spell-like Abilities: Always active – see invisibility, unholy aura (DC 27)[/i]; at will - animate dead, blasphemy (DC 26), charm monster (DC 24), create undead, desecrate, detect good, detect magic, fireball (DC 22), greater dispel magic, greater heroism, greater invisibility, greater magic weapon, greater teleport, magic circle against good, magic vestment, mass aid*, mass bear's endurance, mass bull's strength, mass conviction*, mass cure serious wounds, mass hold monster (DC 27), mass inflict critical wounds (DC 27), mass snake's swiftness*, persistent image (DC 23), polymorph, power word stun, produce flame, pyrotechnics, spiritual weapon, suggestion (DC 22), unhallow, wall of fire; 3/day – mass heal, raise dead, regenerate; 1/day - meteor swarm (DC 28), phantom steed, symbol of pain (DC 26); 1/week- wish (DC 28). Caster level 28th

Summon Devils (Sp): 3/day, Abigor may summon 9 cornugons or 12 of any lesser devils.

Unstoppable Charge: 17/day, Abigor may make an unstoppable charge while mounted. This attack deals quadruple damage (quintuple damage with a lance).

Diabolic Cohesion (Ex): Allied devils within 100 feet of Abigor gain a +1 competence bonus to attacks and saving throws. Enemy forces within 500 feet of Abigor suffer a -1 penalty to attacks and saving throws. No saving throw is allowed, but any effect that blocks telepathy also blocks the effects of this power.
By spending a full round action, Abigor can increase the bonuses and penalties to +/-3, and grant his allies the effects of a haste spell. Abigor is considered flat footed while using his power in this manner.

Mounted Mastery (Ex): Abigor is a master of mounted warfare. He gains a +10 bonus to attacks and damage while mounted. He benefits from a +20 competence bonus to ride checks. Abigor can make a full attack even when his mount moves, (although not on a charge) and his mount may make a standard attack while moving. While charging, Abigor may urge his mount to greater speed, allowing it to move 4x its normal movement rate. He may choose to affect his mount in addition to himself when casting any spell or spell-like ability, even those with a range of personal.

Regeneration (Ex): Abigor takes normal damage from good aligned silver weapons, and from good aligned spells or effects.

Possessions: Abigor wields a +1 brilliant energy heavy lance of greater wounding named Infernal Honor and an unholy avenger. He wears a suit of +1 adamantine spiked full plate mail of heavy fortification and carries a large +1 spiked shield of bashing known as the Fist of Hell

Combat notes: Abigor possesses many spell-like abilities that benefit his allies. Make the following changes to all devils that are with Abigor at the start of combat. These bonuses fade after 35 minutes.
+5 morale bonus to saving throws
+4 strength and constitution
1d20+20 temporary hit points
+1 morale bonus to attacks.

Abigor always uses greater magic weapon on his personal arms and armor, and those of his mount. These are accounted for in the above statistics. If these are dispelled, adjust his attack and damage bonus by -4.

Abigor always casts greater heroism on himself and his mount, along with any personal bodyguards he may have with him. This has been included in the above statistics. The spell grants a +4 bonus on attacks, saving throws, and skill checks, as well as 20 temporary hit points for 6 hours. Reduce his stats accordingly if dispelled.

If under the effects of bull's strength and bear's endurance, make the following changes to Abigor's stats.

Hit Points: 700 plus 20 temporary
Attack: Infernal Honor +57 melee (2d6+23 19-20/x2)
Full Attack: Unholy Avenger +53/+48/+43/+38 melee (2d6+23 and 1d6 (unholy) 17-20/x2) and Fist of Hell +53/+48/+43 melee (3d6+14)
Saves: Fortitude +35
Skills: Concentration +54, Climb +54, Jump +58
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Re: Unique Entities of Alternate World

Postby Kain Darkwind » Thu Apr 03, 2008 10:02 pm

Infernequs, Abigor's mount
Image

Huge Magical Beast
Hit Dice:
27d10 + 297 plus 20 temporary (587 hp)
Initiative: +13
Speed: 100 ft., fly 100 ft. (average)
Armor Class: 35 (+10 armor, +5 Dex, +12 natural, -2 size), touch 13, flat-footed 20
Base Attack/Grapple: +27/+52
Attack: Bite +49 melee (3d6 + 17 /19-20)
Full Attack: Bite +49 melee (3d6 + 17 /19-20) and 2 claws +46 melee (2d6 + 8)
Space/Reach: 15 ft. /10 ft.
Special Attacks: Spell-like abilities
Special Qualities: Damage reduction 15/high magic, darkvision, immune to poison, lowlight vision, resistance to acid 20, cold 20, electricity 20 and fire 20, scent
Saves: Fort +30, Ref +24, Will +24
Abilities: Str 45, Dex 20, Con 33, Int 23, Wis 21, Cha 22
Skills: Balance +39, Climb +51, Jump +79, Knowledge (the planes) +40, Listen +39, Spot +39, Survival +39 (+43 on other planes), Swim +51
Feats: Combat Reflexes, Improved Critical (bite), Improved Initiative, Improved Multiattack, Multiattack, Power Attack, Run, Weapon Focus (bite)
Epic Feats: Epic Weapon Focus (bite), Superior Initiative
Climate/Terrain: Avernus (the Nine Hells)
Organization: Solitary (unique) with Abigor
Challenge Rating: 21
Treasure: None
Alignment: Lawful Evil

Spell-like Abilities: 3/day – darkness, poison (DC 20); 1/day – contagion (DC 19), desecrate, unholy blight (DC 20) Caster level 20th

Possessions: +2 full plate barding of heavy fortification

Note: Infernequs has a +4 bonus to attacks, saves and skill checks and 20 temporary hit points from Abigor. If encountered without Abigor for some reason, these bonuses fade after 6 hours.
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Re: Unique Entities of Alternate World

Postby Kain Darkwind » Thu Apr 03, 2008 11:53 pm

Astarte
Image

Large Outsider (Cosmic, Evil, Fallen)
Hit Dice:
40d8 + 600 (920 hp)
Initiative: +17
Speed: 90 ft.
Armor Class: 58 (+10 deflection, +9 Dexterity, +8 insight, +22 natural, -1 size), touch 36, flat-footed 41
Base Attack/Grapple: +40/+73
Attack: Claw +69 melee (3d8 + 34 /19-20/x3)
Full Attack: 2 claws +69/+64 melee (3d8 + 34 /19-20/x3) and bite +65 melee (4d8 + 16)
Space/ Reach: 10 ft. /10 ft.
Special Attacks: Call devils, call fallen, improved grab, pounce, rake, rend, roar, spell-like abilities
Special Qualities: Damage reduction 30/epic, good and mithril, destructive aura, fast healing 20, immunity to electricity and poison, lay on hands, low-light vision, resistance to cold 30 and sonic 30, speak with animals, spell resistance 42, telepathy 500 ft.
Saves: Fort +33, Ref +31, Will +30
Abilities: Str 48, Dex 29, Con 33, Int 26, Wis 26, Cha 30
Skills: Balance +60, Climb +62, Concentration +33, Diplomacy +35, Escape Artist +24, Handle Animal +53, Hide +52, Intimidate +53, Jump +90, Knowledge (history) +41, Knowledge (nature) +35, Knowledge (the planes) +35, Knowledge (religion) +35, Listen +51, Move Silently +56, Sense Motive +51, Spot +51, Survival +51, Tumble +56
Feats: Bounding Assault, Cleave, Combat Expertise, Combat Reflexes, Dark Speech, Dodge, Great Cleave, Greater Weapon Focus (claw), Greater Weapon Specialization (claw), Improved Critical (claw), Improved Initiative, Improved Multiattack, Improved Sunder, Improved Trip, Melee Weapon Specialization (slashing), Mobility, Multiattack, Power Attack, Rapid Blitz, Rapid Strike (claw), Spring Attack, Track, Weapon Focus (claw), Weapon Specialization (claw), Whirlwind Attack
Epic Feats: Epic Toughness (x2), Epic Weapon Focus (claw), Epic Weapon Specialization (claw), Greater Whirlwind Attack, Improved Combat Reflexes, Improved Whirlwind Attack, Legendary Wrestler, Overwhelming Critical (claw), Superior Initiative
Climate/Terrain: Avernus (The Nine Hells)
Organization: Solitary (unique)
Challenge Rating: 30
Treasure: None
Alignment: Lawful Evil

Call Devils (Sp): 3/day, Astarte can call 1 pit fiend or 9 cornugons.

Call Fallen (Sp): 3/day, Astarte can call 3 fallen leonals, 6 fallen lupinals or 9 fallen avorals.

Improved Grab (Ex): To use this ability, Astarte must hit with her bite attack. She can then attempt to start a grapple as a free action without provoking an attack of opportunity. If she wins the grapple check, she establishes a hold and can rake.

Pounce (Ex) If Astarte charges a foe, she can make a full attack, including two rake attacks.

Rake: Attack bonus +69, damage 3d8 + 34

Rend (Ex): If Astarte hits with both claw attacks in a single round, she tears the flesh, dealing an additional 6d8 + 68 damage.

Roar (Su): Once every 1d4 rounds, Astarte can release a mighty roar, affecting all creatures within a 60 foot cone. This functions as a blasphemy spell and deals 20d6 points of sonic damage to all creatures in the area. A Fortitude save (DC 41) halves the damage and effects. (In the case of a successful save, treat the creature as possessing twice his normal HD to determine the effect of the blasphemy.

Spell-like Abilities: Always active- detect good, greater magic fang, see invisibility; at will- animate dead, detect thoughts, expeditious retreat, fireball (DC 23), greater dispel magic, greater teleport, hold monster (DC 24), jump, polymorph, remove fear, spider climb, summon nature's ally VII, unhallow, unholy blight (DC 24), wall of force; 3/day: cure critical wounds, blink, meteor swarm (DC 29), neutralize poison, remove disease; 1/day- heal, resurrection. Caster level 32nd

Cosmic Entity: Astarte has a +3 bonus on rank checks.

Destructive Aura (Su): Damage reduction within 30 feet of Astarte is halved. Fast healing and regeneration fail to function. Creatures taking damage within the destructive aura suffer bleeding wounds and lose 5 hit points per round per wound until the wound is properly tended to. (Heal check DC 41 or magical healing with a caster level check DC 41) Astarte is not affected by her own aura.

Lay on Hands (Su): Astarte can cure up to 400 hit points per day.
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Re: Unique Entities of Alternate World

Postby Kain Darkwind » Thu Apr 03, 2008 11:54 pm

Titivilus
Image

Medium Outsider (Devil, Evil, Lawful)
Hit Dice:
27d8 + 189 (405 hp)
Initiative: +14
Speed: 50 ft.
Armor Class: 54 (+4 deflection, +14 Dex, +11 insight, +15 natural), touch 39, flat-footed 29
Base Attack/Grapple: +27/+36
Attack: Quip +46 melee (1d6 + 25 /15-20/x2 plus 2 Con and 2 Str)
Full Attack: Quip +46/+46/+41/+36/+31 melee (1d6 + 25 /15-20/x2 plus 2 Con and 2 Str)
Space/Reach: 5 ft. /5 ft.
Special Attacks: Insightful strike, skirmish +7d6/+7 AC, spell-like abilities, spells, summon devils, weakening critical, wounding critical
Special Qualities: Damage reduction 20/epic, good and silver, freedom of movement, immunity to fire and poison, regeneration 10, resistance to acid 20 and cold 20, see in darkness, spell resistance 35, telepathy 500 ft.
Saves: Fort +26, Ref +33, Will +30
Abilities: Str 29, Dex 39, Con 24, Int 33, Wis 32, Cha 31
Skills: Bluff +50, Concentration +37, Diplomacy +52, Disguise +40 (+44 acting), Gather Information +44, Hide +44, Intimidate +44, Knowledge (arcana) +41, Knowledge (history) +41, Knowledge (local) +41, Knowledge (nobility) +41, Knowledge (the planes) +41, Listen +41, Move Silently +44, Perform (oratory) +40, Sense Motive +41, Spellcraft +41, Spot +41, Tumble +44, Use Magic Device +40
Feats:Bounding Assault*, Combat Expertise, Combat Panache, Dark Speech, Dodge*, Improved Combat Expertise, Improved Disarm, Improved Feint, Mobility*, Rapid Blitz*, Silent Spell*, Spring Attack*, Still Spell*, Telling Blow, Weapon Finesse*
Epic Feats: Automatic Still Spell (x2), Epic Skill Focus (Bluff)
Climate/Terrain: Dis (The Nine Hells)
Organization: Solitary (unique)
Challenge Rating: 23
Treasure: Triple Standard
Alignment: Lawful Evil

Cloaked Casting (Ex): Titivilus automatically overcomes the spell resistance of opponents denied their Dexterity bonus to AC and his spells have a +2 bonus to save DC against them. Titivilus can feint in combat as a free action.

Insightful Strike: Titivilus adds his Int modifier to his damage rolls made with finessed weapons.

Spell-like Abilities: Always active – see invisibility, unholy aura (DC 28), at will - animate dead, blasphemy (DC 27), charm monster (DC 24), create undead, desecrate, detect good, detect magic, feeblemind (DC 25), fireball (DC 23), greater dispel magic, greater invisibility, greater teleport , magic circle against good, persistent image (DC 25), polymorph, power word stun, produce flame, programmed image (DC 26), pyrotechnics, suggestion (DC 23), unhallow, wall of fire; 3/day – raise dead; 1/day - morality undone* (DC 25), symbol of charm (DC 28); 1/week- wish. Caster level 27th
*Book of Vile Darkness

Spells: Titivilus casts spells as a beguiler.
Spells per day: 9/9/9/8/8/8/8/7/6 (Caster level 20th; DC 21 + spell level)

Summon Devils(Sp): 3/day, Titivilus may summon 3 remmanons, 9 hamatulas or 12 erinyes. These devils have maximum hit points.

Regeneration (Ex): Titivilus takes normal damage from good aligned silver weapons, and from good aligned spells or effects.

Possessions: Titivilus wields a +5 keen rapier of speed named Quip.
Does there have to be "official support?" Common sense says that Kain's right. -James Jacobs-
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